It's tough critiquing animation as the wrong advice or too much emphasis on a specific thing can end up narrowing your focus and the animation will end up becoming even more disjointed than it originally was, i already see this happening really in the over-exaggerated spine movement. This isn't your fault though, you're…
Hey! I just saw this stuff, you guys are all doing God's work here, that's no doubt. =P I can't wait to see it all finished. I signed up to let you guys know I'm writing some voice responses and recording them tomorrow. Here's a couple themes I'm gunning for. Please Crit them so they can be as good as possible! Spy: Only…
funny, I looked into this a couple of months ago by doing what mop suggested. From the side profile, current cars appear to have the A pillar (windscreen) pointing to the front axle, the B pillar (central column in a four-seater) pretty much inline with and on roughly the same angle as the driver's seat. The C pillar is…
Hi Everyone! I finally released my PBR Texturing plugin for Unity last week. It's called Materializer and is in the Asset Store Materializer is a fully integrated PBR Texture generation tool, that's compatible with Alloy, Lux, Jove, Skyshop and Unity 5 Standard Shader. Demo Level Click to Play: Youtube Swords Example…
For me day to day is pretty simple as a texture artist. Usually I start by checking e-mails since we outsource many of the props I want to keep track and see if the quality is up to snuff and comment on each one to go to the next step for example or tell them to tweak something. If something related to my level chunk is…
It definitely helps, I've seen it and it explained a lot - what I still don't understand is, for example, if I wanted to export the maps for the last example he gave out of 3dsmax and have it work correctly in Maya - how would I do that without Handplane?
A fast, cheap but not very quality solution would be to create several brick models and a straight edged wall, then just repeatedly place the brick models on the edge to cover it. For example in Dark Souls it's done that way for example: Screenshot 1 Screenshot 2
What about using projection master with a pattern created in Photoshop and used as an alpha in zbrush. Example - Create the squiggly you made in the example, then copy it over 10 times, and save that out as an alpha. Drop it down in projection master, and use the alpha.
I was looking at Amelia Rowcrofts process videos, she has her own likeness tutorials on her website. I noticed how little she adjusts the features back and forth after the initial foundation, so her method of measuring the face must be really solid with how little is being adjusted at later stages…
If you want an example of a clean, but creative resume, you could see mine as a possible example. I have yet to get a critical "this is too much" critique from anyone. https://cdnb.artstation.com/p/resume_files/attachments/000/003/527/original/Brian_Choi_Resume.pdf?1511826593