I'm not entirely certain that we are talking apples to apples. I'm not suggesting to make several separate models. The methods above will all output a single model with one bodypart, one batch, one VMT. The SMDs look almost identical accept that the skinned SMDs have more bone nodes. The compiler prunes the unused bones…
Hey @RyanB, ah thanks for the tip, that's actually very useful about the vertex lighting. I'll have to implement something similar. I can get pretty fast directional lighting by not normalising the normal per pixel, and not having specular, but who wants 4 or 5 directional lights? :D I would like something as you…
Current Status We are currently working on Intro Stage (in progress). * basic gameplay mechanics * basic units We need some help with concept art so we can speed up the process of creating 3D assets. We could also use one extra programmer. Soon enough we will start to update with some Work In Progress images. Positions…
That's looking better, but Shiniku and Joe March are totally right about trying to get the underlying structure down. The major forms are the most important elements for getting the head to read properly, finer details and minor forms rely on the major forms to be correct in order to add detail to the face or whatever else…
That you find in many bookstores residing in many cities of many countries that are in many continents of many planets..Seriously sir Zac? :poly118: Ok; So to learn the anatomy forms for sculpting, I found books like "HUMAN ANATOMY FOR ARTISTS: THE ELEMENTS OF FORMS BY ELIOT GOLDFINGER " and "ANATOMY FOR THE ARTISTS BY…
I don't know if any of you guys actually looked at my portfolio but here's a link: http://joostvanhoutte.com/ I'm not at a professional level yet, but to be honest I'd be looking for a special type of internship we have in Belgium that runs for a year and usually leads to a contract afterwards. Or at most a junior…
yes yes there is by using as few materials as possible so that the game engine will have to deal with as little batches/draw-calls as possible ! never use more than one material per object and put as much geometry in one object as you can. but still make it reusable if possible and don't include some tiny piece that is far…
Glaring issue I see here is your emissive is cranked up way too high on the green and white neon's. They're white hot for the most part, and it's distracting. You can afford to be much more subtle wish electric emissive lights like that. Check out how they did the lighting in Doom…
Motivational answer there Stradigos :3 and Muzz thx . I am actually thinking of tracing the path to be an Environment Artist. I have the base knowledge like 3D Modelling, Painting, Photography, Figure Drawing, being the modelling the strongest one and that is a thing that concerns me.You see I understand terms of…