If I wanted to generate a spaghetti like weave, but with the individual models moving in random directions in x, y and z how might I go about that? I feel like modeling it might take too long so I was thinking a procedural or coded approach might work best. I'm looking to generate thin, tube like structures with possibly…
Hello! our company introduction as follows : We are a 3D animation studio in China (short for Steercg) providing top quality creative services to the animation, game, and entertainment industry. Our animators have a lot of experience and we'd love to work with you. We have about 30 artists skilled in art design,model,…
Hello! our company introduction as follows : We are a 3D animation studio in China (short for Steercg) providing top quality creative services to the animation, game, and entertainment industry. Our animators have a lot of experience and we'd love to work with you. We have about 30 artists skilled in art design,model,…
Made this gun a while back before BL2 was. Was based on one of the early concepts they released. Modeled in zbrush, Baked in max, Textured in PS, and I integrated it into the Borderlands 1 game. [ame=" https://www.youtube.com/watch?v=fFOC_VPrFJk"]BL2- Jakobs Revovler-The Outlaw - YouTube[/ame]…
100% agree with other comments about focus and portfolio layout + in your portfolio you should put only your very best piece, get rid of the last drawing sheet with the pink hair girl. If you fell that you are very happy with only 1 image among your things then put this one in home page. leave the others in a gallery…
@PeterK - I hear you. Honestly when it comes to this specific thing I don't think it's a worry. I'd say it's about the same as a TV show using a Ford F-150 or a Chrysler in a scene. So long as you obfuscate the logo/emblems/markings/branding (like they do in TV shows) you're fine. They actually do this all of the time on a…
Thanks for the feedback They will be smaller and displayed aside the playerframe, they wont obstruct too much of the sight, your point is totally valid when displayed in middle of your screen of course @Snow I dont really get the hard edges thing. They are as hard as it gets , I used no gradients for the shapes or…
I agree with ZacD about the Dell Ultrasharp line. I highly recommend the U2412m, especially if you calibrate it with a decent system like the [ame="https://www.amazon.com/X-Rite-EODIS3-i1Display-Pro/dp/B0055MBQOW/ref=sr_1_1?s=electronics&ie=UTF8&qid=1381357064&sr=1-1&keywords=xrite+i1"]X-Rite i1[/ame] or the…
if you want to work in AAA you are either going to be dealing with 100% realtime lighting engines which since most games are developed for console first, you wont be getting amazing realtime GI anytime soon or you will still be having to lightmap stuff, even if for bounce light/GI like how uncharted does it. or go 100%…
Yeah honestly I feel like if you're mesh has really clean topology then it shouldn't matter too much if you use 10k tris or 100k tris. I think games nowadays can have characters that get that high though most of the time that will be when the camera is close up. Games can take advantage of LODs well enough to balance…