Studios use Maya because (practically speaking) it's the best DCC to build an asset pipeline around. Max is basically a dead end despite being objectively superior to both as a modelling tool (fight me :p ) - it's unpleasant to build tools for, the animation toolset has barely progressed in 20 years and they resolutely…
Here I am, once again, with a update! Since last time I've been able to get quite a lot of work done, and I'm quite pleased with how I've progressed. I've been able to make the lowpoly, unwrap and bake everything. This time around I wanted to try a different baking-progress. Usually I've been doing all my baking inside of…
Tossed it into black and white mode, more ideas for direction at work. I'm still feeling weird about the arms...I like the sleeves, but something about the lighting is still making them seem very flat. I might change their position entirely, not sure. If anyone's got any paintover suggestions for that, feel free. Edit:…
Get passionate about what you are doing and the rest will take care of itself. Which is my way of saying that practice seen simply as practice for the sake of arriving at a destination like an industry job is pretty daunting. Practice that is approached as something you use to enjoy yourself always seems easier to me. I…
Some quick background. I've been on Polycount since 2012 when I signed up during my first year of game development at Durham College, which here in Canada is a 3 year advanced diploma program. I started 3D from scratch in the program pretty much as soon as I turned 21, and I'm 23 now. Overall my college experience could…
they guys who get hired arent those that are born with some special talent or rich parents who update their hardware quarterly. In order to improve at anything all you have to do is find those parts of yourself that inhibit progress and find a workaround for them. Their is no secret workflows, it's basic shit like dont…
Since I've been trip'n on this whole vector 2D illustration thing throughout the past year, learning the process or more specific 'proof of concept' it's viability as a legit digital drawing technique, so thought it'll be neat too round off this unintended artistic sojourn with some good 'ole character fanart. At this…
He's using multiple UV channels. He explains it in the thread. http://wiki.polycount.com/wiki/ChannelPacking Snefer's process in that scifi lab is not used very often, at least not for a whole scene. The shaders necessary for this kind of approach are usually too slow. But the techniques themselves are actually used quite…