SENIOR VFX ANIMATOR Location: Santa Monica, CA Contract Type: Full-time, on-site contract Contract Duration: 3-4 weeks Requirements: -->5+ years of industry experience in feature films, broadcast TV and/or commercials -->Strong proficiency with latest versions of Maya or Lightwave -->Previous experience with photo-real CG…
Hey all. Started working on an environment for my portfolio based on this concept art by Atomhawk Design. Been working away at the blockout and think I got most of it to scale. Though fresh eyes always help. I took some artistic liberty in changing the concept up a bit. I liked the idea of a subway and how it would affect…
I'm not overly familiar with Unreal's static shadows but this just looks like mip mapping which is fortunate. So you may see these artifacts go away when you change your project rendering settings & it's not an issue with your baked maps. Did you supress your on screen display messages like this person: Lightmaps stuck…
If you're looking for a one click solution specialist software will generally do a better job than what you get built in to maya/max/whatever. That doesn't mean the results are up to production standards (they generally aren't) but if you don't have the need/time/will to do the job properly (Eg for lightmap uvs on hundreds…
I put more detail in the eye area. I realized that my shader in Lightwave is messing with the contours a little bit. Not quite sure how to fix it. You can see more of the detail in the ZBrush shot. Also realized that when I transferred him over I put the eyes in slightly the wrong spot. Fixed that too. Toned down the armor…
Looks Great! I agree about the "metal rocks" and the sword. That yelow light on the left looks the focal point in my opinion. I barely see the sword. Maybe some fog and a warm glow on the sword would help. Just an idea. It looks like you are using unity...Are you using color correction and lightmap? Or you did that just…
Just curious, how do you keep track of where every single sprite ended up? I see the advantage for lightmaps, where you can change every object's UV to adjust for the packed position, but I always thought for sprite sequences this needed to be uniformly spaced so you can cycle through them. I'm sure there's an elegant…
Hey guys, I played with the lights some more today and I'm sitting pretty happily on what I've got now :D Got a few more things to adjust (Like street lights etc.) but I'ts getting there! I also spent some time updating assets with nicer lightmaps and unwraps and making the room feel fuller :) Comments and critique are…
Finally some pictures of the scene! Adding the kitchen, and more objects like shelfs, ceiling, etc :smiley: (Forget about the dark points on the walls, I can't wait to have the final render scene to take a picture :neutral: ) Now I'm generating the lightmaps of the scene and add it to the game :smiley: I still don't like…
Yeah, 1.04 is out! New terrain shaders and all sorts of other stuff, like 2nd uv channel ao, vertex ao, and vertex color support. Full changelog is here: http://www.marmoset.co/skyshop/history Andres did a writeup of the new lightmapping weights as well (didn't make it for the video tutorial):…