Hey all, I've been trying my hand at texturing and normal mapping lately. I do some 3d modelling for fun in my free time and in between classes as this doesn't apply to my field of study but I've never been motivated to go past modelling as every time I've tried baking a normal map it's turned out horribly. Anyway I'm…
It's a native look-and-feel UI with a 3D viewport embedded ( which you can disable completely so no extra rendering time will be used in case you want to execute just the HM2NM tool, etc ). I changed the right-collapsible window by floating/docking windows though... in that way you can move the windows with more freedom or…
OverDose looking for modellers/artists Team Blur is current expanding its team in search of more artists and modellers to contribute to its first full multiplayer game "OverDose". OverDose is a first person shooter set in a desolate future where mankind faces an invading force know as the "Marauders", hell bent on…
also about performance, unless you are on a potato you ought to be able to keep 60fps in a scene like this. For reference I have a 1060 card and have scenes with more foliage than this and can stay around 60fps. Not necessary to achieve if you are going for portfolio but just a reference that you can keep in mind. how far…
This month I have been developing the main bulk of my scene. For the architecture and the fixtures I decided to use a RGBA / Blend mask workflow, I find it’s a better for texturing assets in situ, such as adding dirt and dust around fixtures this therefore makes it feel more grounded. I previously wrote an article about it…
Thanks Vailias! I make this mistake a bit more often then i would like to admit, i really enjoy the sculpting phase of projects. i think the limit actually looks more like 512 as i will have spec and normal maps :( so, by all means you are right, at this detail level, from the distance it will be seen from and the map size…
It's not that I don't understand the math, I can write this stuff up in MEL pretty easily. I just don't know the syntax, and that takes time to learn. I wrote a script this morning that snaps an object to the nearest grid point and it took me quite awhile to do because I kept getting a syntax error that turned out to be a…
Team early NForce boards with AMD and you're asking for trouble. As I said before, ASUS has boards right now I won't touch but that doesn't keep me from the good stuff they do create. A bad PSU is more likely to cause heat, voltage irregularities and internal instability problems while under a load rather than at post.…
for a portfolio reel i always suggest going higher specs, the object of a portfolio is to WOW people with awesome art, they should see something and go "THATS AWESOME!" not go "hmm thats awesome for a 40 poly model of a dragon fighting a bear using only 64x64 texture" if you have to explain to your audiance why your work…
Wow thanks everyone! I really appreciate all the nice comments! :) It was my favorite gameloft project for sure. It was a ton of fun to work on! Something about painting on a 512 texture just feels right :P I should probably also clarify that only a few of the characters had super strict deadlines, I think most took around…