"My guess the words "physically based" makes people a bit blind and not seeing how wrong the things are. Not believing their own eyes . It's a wrong name for game shaders imo." Well, while I would 100% agree that many *do* take words for granted, nothing about the term "physically based" makes any claim about the result…
Thanks so much for the replies guys! <3 I always feel like I have to post a picture when I reply so I always end up postponing it. Every one of your replies is giving me pressure to post updates and thus making progress! Cheers! I have the retopo, uvs and occlusion bakes done. Braum and his shield are just under 10K tris,…
@NikhilR There are a few junior positions around here, but there are also so many graduates. In my uni the undergrads get placement years, but as a postgrad I don't get that opportunity. So, there is a very low chance I'd get one. I was hoping some nearby places would let me do some unpaid work experience with them though.…
already asked them ,still waiting for reply it seems to suggest a "if we get funding, then we will pay you," which means "you will not get paid." this is exactly what came across of my mind as well.
That looks awesome! As you said, now you just need to showcase everything you spent time working on. I'd suggest you start by taking a look at these close-up shots from a manufacturer's site and try to replicate them: https://www.jerrysfirearms.com/ny-ca-delta-daniel-defense-mk18-other
All these Armor with replicate parts is a hell of a pain, in the past we use alpha , now with the ability of 3d /2d details needs to notice , sometimes I'm wondering how crazy we are spending a hell of the time in "pause preview" to see the errors ..... at least now we have better guns to fight B)
Also, for your VGremix, reference existing contestant winners and really observe and try to replicate the quality of their texture work and mesh quality. You don't get many opportunities to observe their work at your own leisure like this in a 3D turn around.…
The eyes in Mass Effect show the counter-lighting on the iris very well... the left sides of the irises are seemingly lit by refracted light when the lighting is coming in from the right. Looks like your setup isn't replicating this. Pushing the pupil vertex inwards is one way, using a normalmap or bent normals is another.
Aye, I still haven't figured out how exactly that "Quick Access" thing is supposed to work internally. It's certainly a step down from "Recent Places". It's telling that I can't run any version of Windows more recent than 7 without installing Open Shell as the very first application (replicates the traditional start menu)
It's not laser scanning or photogrammetry, but a form of RTI so it's more of a way of capturing textures, rather than a 3D model. This material is mapped to a plane primitive with alpha. If you check out the last image on the Artstation page you can see the raw geometry. I#m sure this could be replicated easily in Unreal,…