It's not a massive leap to derive diffuse/specular/roughness values etc. - I saw an ML paper a couple of years ago that was able to derive pbr valid materials from photos etc. so it's just a case of refocusing that effort. I think this sort of thing is going to hit outsource providers and those working on shovelware first…
We've talked about this before. It's a bunch of things. * Hiring decisions are done by art leadership, the art hiring manager or art director, who is busy doing many other things and wants to lose the least amount of their time as possible to fill that vacancy. * HR doesn't have much time either. They have quotas, or other…
No well, Houdini for normal modeling is not hard. It's slower compared to other softwares like Modo, Maya or Blender because it's based on circular menus that can be interactively changed based on the activity that you want to do. You have 2 menus: Desktop menus that are the equivalent of the group menu set in Maya that…
SDimitrius "I0 think your tier one" hammer is a good starting point but I might slow down a bit and refine the sculpt further. The forms feel rather soft around the edges and cracks. Whether you're shooting for a metal or stone hammer, both of those materials would crack, ding nick etc in much sharper harsher and more…