Hello all, While I am currently learning my foundations, I have found that many
character artists leave posing more as an after-thought… I almost always see posing getting left towards the end of
the project but is there a tutorial that covers the importance of creating a
skeleton / skinning your block-out model as early…
Thanks Synaesthesia . I'll do another try for sure. In general I'd love a texture soft would work as vector one , not only brushes. I recall I could work with a speed of light in old Expression and Xara . Every piece of bitmap was a decal guided by vector spline or shape fill. Always non-destructive and resolution…
Also judging the situation from the outside keep in mind that a portfolio often isn't up-to-date for people already working in the industry for several reasons. So yeah, recommendations can play a big role for those, but it doesn't mean the skills ain't there. Just looking at the two freelancers that were working for us.…
@jaitee Thanks! I hope the finished product lives up to the blockout, lol. @Nasser That looks fantastic! I really like how those planks turned out, the splits in the wood and the subtle patches of de-saturated paint add a lot to them. I'm nowhere near done with mine and this has already been a huge learning experience for…
So, this really depends on the software you're using. Zbrush for instance doesn't really use the GPU, so a faster CPU and more RAM would be a big benefit there, same with baking in xNormal (unless you use the cuda baker). UE4 or Marmoset Toolbag stress the GPU heavily on the other hand. Looking at your system spec, the…
-What I do to come up with ideas is take a nice shower. No joke :D . Also one of the developers who made Supermeatboy took shower baths to relieve depression/stress lol. -When your taking a dump think about ideas and write em down -When your taking a dump take an art book or such and reflect with your own ideas -Wet your…
Firstly, you need to decide on one of 2 methods: either 1- synced single-smoothing group method or 2- UV split/smoothing group split method 1 - in this workflow(more modern) a single smoothing group is used for the entire mesh, both the baking software and the destination software must both use the same tangent basis(i.e -…
Thank you for the feedback! Nosslak: Yes it's actually too sharp, I'm going to smooth most of these high poly edges and beat up some of these hard corner in stressed areas. I didn't do that much of hard modeling stuff but I had a previous experience with that for another work and I needed to smooth my high poly edges to…
JO420, I see your point. If the school indeed fails at introducing students to various aspects, then it's not a very good school. I was indeed talking from my experience, where the school did introduce plenty of aspects and taught the basics. After that, it was up to the students to polish their skills. The school…
yea jacque has a super valid point. out of the 5 studios I have worked at, only one was using unreal and have never really heard of many places using cryengine, there are studios out there for sure, just not as common as unreal. but then again like he said, most places are either using their own engine or a heavily…