hey! very cool! I actually worked on a similar environment for Call of Duty ghosts (along with many other artists). http://cghub.com/images/view/756514/ I know this is a WIP but I had a few things that might help. 1) wires! I know you have some, and are probably going to put more. But I would recommend adding much more.…
I would say this thing with the compression is just a part of the story. So when you are using face weighted normals on a hard surface mesh, you usually eliminate like the 90% of the unwanted gradients on the flat surfaces. This is happening, because the vertex normals are perpendicular to the edge, and they are not…
As already said WoG is a great resource I also suggest looking up parts diagrams for various guns (google the name + "schematic" or "parts" or "diagram") as they're generally available Most guns, even handguns have a shitload of parts so if you're totally new to interpreting it, remember that the overall object is a…
Terrain systems are pretty complex sets of tools that do a lot of things for you. It's not just spitting out lumpy terrain but like Eric pointed out it also handles the complex layered material. The mesh you are using isn't set up to do vertex blending, it will need a lot more verts if you're going to paint masks into the…
at larger studios we usually hire people for very specific roles. And the more junior the role, the more straight forward and focused your work will be, meaning you will have less independence at what you work at and how you work. People who can do what they're told in top quality get hired for these positions (1) If you…
you pretty much just described what ddo and substance do for you. DDo plugs right into photoshop and handles this for you. some studios ive worked at have created inhouse tools where you have custom folders in the psd and that correspond to different maps and then you just mash an export button, but I have never really…
Whoa that's an old one ;) We've been just testing Zbrush in production back then, and besides we only had 6 weeks to deliver that 30 seconds, so there was no room for any second thoughts. That Tzeentch champion or whatever relied on displacements mostly, with very little facial animation. Nowadays we go much higher, the…
the errors in your examples are a result of poor hand/eye coordination, bad pressure sensitivity settings and the fact that the system is not fast enough to sample the brush at the rate you are making the stroke with you hand. if you have a mesh with 60,000,000 polys and you take a large brush and make a fast stroke across…
I got past a similar problem after I read a study that demonstrated that trying anything will teach you more than saying "I don't know", even if you're deliberately failing (yes, even taking the route kids do when they're sick of something and answering every question with "Poop!"). The particular case studied was looking…
But hristo, isn't that kinda understandable? I mean, when EA screws up release of Simcity, it's all over the freakin web. it's hard NOT to read about it. Especially if you are gamer and usually browse around gaming websites....so of course, news like that will hit you right away. While when some company farther decreases…