Most definitely not only in japan. I've seen quite often, and I mean very, very often, the thought process that if someone is working later, then they must be working harder/better. Which is merely an assumption and nothing more. A worker should be judged on their productivity and not # of hours worked. Some hours are much…
I think something you should thing about, is if you need for the cloth to be dynamic or not. Does it need to react to things in the world? If so, dynamic cloth is expensive, and in most cases is tough to get looking right. (I remember hearing somewhere that Batmans cape from arkahm asylum was the result of one dude, and…
So, i am surprised I am having this issues as I have been using marmoset 1 and 2 for some time now. I have a mirrored asset that i baked out of xnormal to get the normal map. When I baked, I moved half the UVs 1 unit over. When I import my obj, I usually move the UVs back to being overlapping in marmoset. Then I click the…
These look really good! I especially love the grass textures. I don't have much experience with hand painted environments myself, so I'm afraid I can't be of too much help but I'd be interested to see how you created these (Whether you start with photos or block things like rocks out in 3D first, etc.) I would say…
This week's all about sculpting. Started doing some tweaks to the face and adding in some secondary forms to the anatomy. I still have to work on her lower half. Finding decent reference for that is a challenge. Usually the angles are limited to the profile and frontal areas. If you guys know where I can find some decent…
There are a number of workarounds. But it's still a huge pain in the a... Pixologic seems never wanted to address unfortunately. 1. You export low and middle res mesh with a normal map baked for that mid-res object having no hard edges. Then in X-normal you use that mid res object as Hi definition + that normal map of tiny…
Ahh... I see. Yes generally the baking process take place before rigging and animation. However, animators generally animate with materials set to low quality or off to improve viewport performance. Often Maya and Max don't have the right shader configuration and it's just not important to the motion of the character.…
When a texture looks boring, it's usually a sign that you need to dial up your values. Try squinting, stepping back or zooming way out. That's what the player will usually see on environment textures; if it all blends together, you need more definition. I did a quick paintover to show you what I mean. I added a lot more…
Hey Shadow. The best way to find reference still is Google images. In terms of how things work and the terminology involved in your search (using the correct term is very important) i usually go to wikipedia. But to help you out, i gathered some sites/videos that i usually go when i need to find inspiration and stuff…
Max and Maya both have their strengths and weaknesses. I find myself going back and force between the programs occasionally to do small things here and there. My basic assessment of both: 3DS Max - A Frankenstein Program that added on an engulfed many other 3rd party and middleware programs, to become this chaotic mess.…