Ok heres the largest most important tip for making anime models (or drawing them for that matter) The anatomical layout of an anime character and a regular realistic human are identical. The face detail is the only significant deviation, along with occasional proportion tweaks for characterization emphasis. Ie longer legs,…
http://www.naughtydog.com/site/careers/environment_texture_artist2/ Responsibilities: * Sculpt and paint textures required for rendering physically based game environments * Construct shaders using a proprietary in-house material editor * UV layout for tiling and 0-1 mapped textures * Match art styles defined by the art…
Heres the progress so far: After meeting with my tutor it turns out creation of the scene is too much for this project, although I will return to this and complete the whole scene at a later date. Focus is now on the shack alone. I have reduced the polycount of the shack to the basic shapes and I've UV'd it. The next step…
tbh this mesh isn't even all that tapered - i reckon i'd probably lay it out perfectly straight, you will probably get a little distortion but you'll be able to paint in straight lines on it which might even come out looking better, and be easier to texture in PS. I don't think Japhir is right when he says straightening it…
That is great advice I will consider it but still, I will not be using radiosity and I have not used mr yet, only scanline for light tracer. I find that reducing the RGB level is a good way to reduce the amount of light reflected but it also loses detail in the texture and for this thatched roof if you lose that little bit…
Well, got the art test done and sent off. Thanks for all the help so far. The whole render to texture thing is very impressive, but really needs to be made a bit friendlier IMO. So many options are buried in seperate windows, and the whole thing is packed with jargon. The feedback from the little render window is great…
Hi guys, I know many folks here work in AAA gamedev studio. I would like to know what is generally the main strategy for PBR level preview with a Maya based pipeline in a game studio ? When you have build and shade all your assets individually and you have now to layout them to build your levels, how do proceed to get an…
Hi my name is Nio Kasgami an Senior 3D student I wanted to ask your opinion on how I should approach the modelling of a layout I do. My main goal is to create an 3D layout in maya and then import it in Unity in the intention to do an real time rendered demo. (It's for my portfolio) so I want to do an Indent in my wall…
1. This project is a mobile zombie shooting game, we need you to help to design/layout a dirty and massive warehouse with given 3d models and scene. 2. We will provide the whole Unity3D project, and need you to work with Unity3D game engine. What we need you to help to do: 1. Experienced with Unity3D game engine 2. Modify…
Hello there, I apologize if this question has already been asked/explained. I did try to search google and these forums but have such trouble finding information on the topic. So your time is much appreciated! Basically, I was curious as to overlapping uv's in games and the correct way to do them (in Maya specifically.) I…