Actually you're already using the best UVing tool :) You don't need to worry - there's still no better tools to do this job. The only thing UVLayout is lacking is low level operations like customized pivot when rotating or scaling - but these operations are package related actually. And UVLayout was designed as a high…
I've started working on the character's head in Mudbox. Initially I started off with a cube for the basemesh and then using the grab brush to get the general form of the head. I then proceeded with drawing curves and using retopologize in order to get good topology to sculpt on. If you have any feedback whatsoever please…
server has been reset with a new world seed: 1672184498917379323 there is a npc village near initial spawn that has been secured. you'll find a house with several beds in it so you can set up a spawn point inside the safe area untill you get your own area set up.
You say you can code so my suggestion would be to get a prototype up and running. Ideas don't often excite people to action (too many projects like this - "I have an idea! I just need a team..."), but running demos DO. Take the initiative to show people that you're serious...
This is looking really nice, I love the initial lighting set-up you have with the blockout scene :) If you are having trouble scaling things, try plonking a few Ironguard Skeletal Meshes at key points throughout the scene to better judge sizes against humans. I can't wait to see more. *Subscribed*
I have to agree with Joe about the rust. Keep in mind that rust tends to spread from an initial flaw, often following bends or curves. The edges of wheel wells are often among the first places to rust, along with the roof. The oxidation is also a bit too complete - it should be larger than the rusted areas, but not…
:thumbup: looking for jobs in the games industry can be quite frustrating, even for "pros". Some employers give you the feeling you ain't worth anything and you have no XP at all in the initial phone interviews and at the same time others will think you're the best thing since sliced bread. It's an odd world out there...
Thank you. :) It took a while to get here. Update: Still not sure about including some fire particle effects even though I did spent a chunk of time today playing around with the parameters. I lost some of the initial glare from the centre of the courtyard so I'll be sure to get that back.
I wouldn't fret over still being in thumbnails when they're as original and as effective as these. They exemplify an entire theme without any elaboration by words. 'This is what I should be doing' 'This is what they're looking for' were my initial thoughts, haha. I'd say A4, B2, C1, C3, C4 are my favorites.
Browsed through with environment probes and stuff, it didn't seem to need to be told to use an environment map in the material editor. Seems that just being shiny and close to a probe caused it to be mirror-like on its own. Ultimately that helped, but initially the bottle came in nearly black until I changed the material…