Spoon: Thanks for the feedback. I generally try not to get too caught up with topology. I generally just make sure it's clean and it looks like I know what I am doing. Most of the stuff in my portfolio are personal work so I tend not to squeeze out maximum efficiency since it makes the whole process more enjoyable for me.…
I try to stick away from the computer as much as possible on weekends so i fit both my work in and my personal projects in during week days. generally work on my own art or code for 2 hours before work, go to work writing more code than end the day with my personal projects again. Than once Friday hits im pretty burnt out…
I hope you can be patient in looking at the screenshots and understanding the nature of the problem. I added titles to each screenshot to help you better understand the problem and what each screenshot refers to. Hi everyone, first of all, I apologize for the length of this post, but I really need help as I don’t know…
- Try to work in greyscale the most as possible (avoid greyscale -> color and color-> grayscale - Use the standard blend mode - For alpha blending: use the opacity input of the blend node (instead of injected the alpha in the foreground) - If the UV layout is composed of multiple parts (face, eyes, whatever), generate each…
talking very generally, and with only my personal reflections.. nothing but my feelings and experiences to back it up artists generally love their craft... that means they enjoy the process, so will always mourn the loss of need for techniques painstakingly learnt and mastered. You will cling onto them as long as they can…
We've got a big thread for general DSLR advice here: http://www.polycount.com/forum/showthread.php?t=79655 I will say one thing though, the OP is concerned with not only texture reference but using his camera for general purpose photography, in which case a DSLR, mirrorless, or a high end point & shoot like the Sony RX100…
whats going on with the shading. looks as though all her flesh is kind of wobbly. did you do a high poly and generate a normal map, perhaps the green channel needs inverting The pocket on the trousers looks as though it's just an emboss filter, with no real depth The belt is a just a thin strip of polys, how about making a…
I have never been in a situation where the highpoly asset and all relevant source files wouldn't be delivered to the client. I mean, why wouldn't you? Its not like you will be able to re-use the work again, unless its something entirely generic. In all likelyhood the design and everything is going to be property of the…
The way I tend to do it, is to sample the mask texture at the position where a blade is generated, and then use that to modulate the opacity or size of the blade. I prefer changing the size, because then I get a small blade of grass instead of some intermediate opacity value grass blade. So basically you generate a whole…
Hey guys, I'm currently working on a scene using World Machine and UDK Landscape to generate mountain ranges, so I thought I'd revive this thread. I can also answer a few of the questions you guys had. The flickering/disappearing has to do with the default placement of the landscape when it's generated. If you look in the…