Snowfly, I use hard edges when I merge two different objects into a single mesh body. Like a big arm-ring on an arm: The geometry is very simple here but sometimes I have to break the geometry for baking purposes and that gives me some seams in the normal map too. I know how to fix regular texture seams but normal maps…
I'd like to add my two cent. Firstly many of the artists that are posting inspiring work on here are in full time industry positions and chances are their probably providing feedback and training people on a daily basis. Some times people are physically too busy to answer everyone's questions, and people should be more…
Haha, I've been kicking around an idea like that. I'd like to set up a monthly 30 minute podcast or something with guest hosts to talk about all kinds of gaming news. I also tried to record the audio conversations of my buddies and I as we played our xbox live games, but they didn't record well which is too bad, because we…
I think the colour scheme deviates too much from the Phantom Assassin palette here. Also, the functionality of that dagger wont read well considering the multiple attack animations she has and the general way she attacks. Generally Phantom Assassin weapons seems very asymmetrical. You could go back to the drawing board…
Yes, exactly. You will adjust to any engine the company's using in a first week or two. It isn't much compared to a time you will work there :) so don't worry too much about engines. Look, if it's a trouble for you, then think: won't you hire a person with super folio, showing eye for detail, perfect PBR materials? Would…
Sure thing I'll send you the model asap (don't have it with me atm). As for the Sky and ground colors, yeah that's exactly that. Being able to switch between a cubemap and simple hemispherical settings would be great. As for the BRDF blending, just to make sure we are talking about the same thing : I meant a blendmap…
I LOVE the colours on this - really nice job. In my opinion you should make a cut from the vert under the nipple to the corresponding vert on the other side which would give you an edge that you could pull out to define the top of the stomach. It feels a bit strange seeing it from the side view with a pointy belly when an…
ah, stoof yeah man! the buttons look much better, and the shadows look much nicer too. maybe the only thing would be to add slight shadows on the sides of them, as if they are pulling the fabric? maybe a chip or crack in a button or two to add some character to em the gloves look nice, that extra color really goes a long…
Yeah I actually have this problem too, I lose interest after the modeling stage. The only way I could finish my portfolio was to actually build a model and then take a break from it and build something else. When I had enouhg models for a portfolio I went back and finished the earlier works this kept me from getting bored.…
Do they really *have* to be 1 Pixel high ? Doom3 has a few Textures that are basically just Ramps, for Light Falloffs etc, they are like 8 Pixels high. The Width is some Power of two as well. I guess you could feed any texture to the Graphics-Card as a "1D Texture" ( with some tex1D command in the fragment shader for…