Hello,I am working on a cartoony movie and I have to model a bunch of characters. We haven't set a style for the eyes yet so I created different shape keys to make an unique eye for each character easier for me. I am used to model the iris going flat or inwards a tiny bit and add a sclera as extra model for realistic…
Hello, I'm the founder of SubZeroGames, Inc. I'd like to discuss with you possible opportunity. We are a team of currently 7 including myself. We are creating an Online Role Playing Game that takes RuneScape, Ultimate Online, and Everquest combined into one. out of 7 developers, 5 of us are professionals. Here is the work…
First thing I notice is that your specular is at 1.0, it should probably be at 0.5, IIRC it's typically a scale from 0-8% reflectivity with 0.5 being 4% which is approximately correct for most non-metallic materials.
The reason why is that having a website that includes the new features will be more beneficial to the community. Yes we could create an IRC, but the community would need to download an IRC Client just to access it, even with that an IRC doesn't have any kind of specific highlighted critique system. I've seen other websites…
Hello there. I was actually kind of interested in an internship so I emailed guys at MMOMagic Inc a month ago with some of my old work. They said that they would consider it but at the time they were not looking for other artists. Today I sent them my newly made stuff and portfolio. I was actually considered for…
Hey happy new year to all polycounters. I downloaded eye ball example from Marmoset Toolbag 2 tutorial & demos forum. In the eye ball example file specular map of iris is coloured .But this is hows i understood specular workflow. Albedo map(i)Metal-Always black (ii)Non metal- their respective colour Specular map(i)Metal-…
Thanks for the reply. Just to describe what I did better. Basically I just positioned the feet over 3 keys by fiddling with the foot control. And they produce those awful straight lines. If I add a key inbetween those to make it closer to an arc it still goes in a straight line. For evrything else like hands/arms they go…
Arc Productions, a Canadian based CG animation and visual effects facility located in downtown Toronto is looking for CG Supervisors to join the team. With over 250 artists and technical directors and the most up to date resources available, we bring the vision to both major Hollywood studios and independent producers to…
@Fabi_G, looking nice! The only issue I see with this method are little polygonal diamond shapes where the metal arcs are damaged: either it's the contrasting color in vertex color, or sharp edges, or both, but they look a bit too sharp. Especially compared to the similar shapes baked into the normal map. I realize these…
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