Hi guys! I'm relatively new to polycount so I hope I'm doing this right! :) I'm working on a 3D character model of Sylvanas Windrunner. My goal is to bring her to a full game-ready asset and texture in Substance Painter referencing Overwatch's style. This is Sylvanas (and Overwatch's Widowmaker as quick ref): I'm going…
Rockstar Norths Character Design team is looking to bring in a talented Development Assistant to help manage and facilitate the smooth flow of assets and information amongst the team and external vendors. Typical tasks will range from research for character reference, updating wiki documentation, updating asset trackers,…
Rockstar Norths Character Design team is looking to bring in a talented Development Assistant to help manage and facilitate the smooth flow of assets and information amongst the team and external vendors. Typical tasks will range from research for character reference, updating wiki documentation, updating asset trackers,…
Rockstar Norths Character Design team is looking to bring in a talented Development Assistant to help manage and facilitate the smooth flow of assets and information amongst the team and external vendors. Typical tasks will range from research for character reference, updating wiki documentation, updating asset trackers,…
So I have decided to try and improve my understanding of baking normal detail into things as I feel it's something I need to understand to improve as an artist. I have spent the last day or two scrolling by different discussions and testing different things, but to no avail. I feel as though a little guidance will help me…
Mortal Kombat jumped the shark at MK3. The game, like all their titles, lacks any depth. It's all flash and gimmicks, with no real meat. Mortal Kombat 1 wasn't up to recent fighters at the time either. It just got away with lots of flash and gimmicks. It lacked the depth of play that all other fighters had. Different…
From what I understand, what you see in the display is rendered with gamma correction at the end, but the data you're using there should be linear. When you go to use your normal values everything should be ok, even though when you plug it into the diffuse the falloff seems off. When you set up shaders in UDK everything is…
right on, to clarify i should have said menue/select screens, my bad (i use UI as a blanket for all menue/select screen stuff). animation needs are most likely a range from a simple breath cycle for the characters, to dynamic swapping of weapons/skins or decals, and calling of animation segments. (ideally with streaming…
First reaction: very sexy. For a moment I thought it was a shot of something like Torchlight for reference. But there still are a couple things that can be improved. There always are. Textures are a bit muddy in places. The carpet could really use some weaving patterns, and the rocks look like a lot of cloud filtering. I…
Welcome to polycount Braxer. It's always nice to see WH40k stuff. The first thing I'd say is that the texture is too dull. What's interesting though is that you actually did a good job of getting some small burn/scratch marks on the model in many of the right places, but it seems as if you merged all layers and decreased…