This post is about some of the Modo specific tricks and the hero mesh workflow, using this 80's home supercomputer as an example: It was inspired by Minitel and teleprinters. Its function in game is to describe and start the next mission. It is part of my effort to only use narrative UIs: No menu, no HUD, all the…
in my experience, poles should be avoided for subdiv modeling, but it really depends on what you're making. Try subdividing a pole and sculpting over the surface to see if the results are what you're after When your model is symmetrical like your basemesh, you can just delete half of it, break up the poles by having the…
Sure. The reflection vector is based on the camera vector reflected around the normal. Which is what you want for reflections. You want to know what color is out in the world at the equal, and opposite, angle to your view of a surface. For lighting you want to feed your surface normal into the vector transform, so that you…
This +1. Your edges are absolutely too tight for any sort of baking, if this is SubD'ed that is. If its still the LP blockout, then awesome stuff so far, gotta keep pushing! No stopping now! But yeah, look around the forums for the many hard surface threads and you will see some awesome examples of soft edges for baking.…
I'm working with a model given to me by an outside company for my work to use in promotional material. The model came as a STP file and only surfaces, I converted it to polygons to work on it I haven't used any bevel tools. Initially when I was adding the vertices, half of each face tweaked turned pitch black and the other…
Don't make your normal maps work harder than they need to. Each side of that four sided object should be UV mapped as it's own UV shell and the boundaries of that shell should have hard edges. Seeing a lot of gradient and color variation over a surface that should render as flat is called "stressing" your normal map.…
The reason it looks like wax is because you've painted in very sharp highlights and mixed them with very soft gradients across the rock surfaces, which makes it look like light is not only bouncing off but traveling through the surface. Right now they are looking fairly blobby and rounded on the surface, to fix that you…
It's looking good - few notes though - - wear and tear is a bit inconsistent. You've done a great job showing model wear and tear with chunks missing and exposed rebarb etc however the texture is very clean. Think about adding additional grime and dirt as well some build up at the base to better ground it when placed in an…
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