I am using Maya along with advanced skeleton. I have followed the suggested workflow to keep geometry in separate file, reference it to the rig file, and then publish the rig file to be used for animations. The problem I have is that reference between the geo and rig file is really brittle. Naturally you change material…
There are many workflows, you need to decide if you value "good enough" and iteration speed more than maximum quality, its always a balance. Maybe you get better results if you do fast bakes and spend more time on modeling and texturing. Maybe you get better results if you do perfekt bakes. Maybe you need 10x more assets…
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…
Here is a practical example of my apparent condition. I couldn't see the writing until I used the filter, after which I could just BARELY BARELY see without it. It's not invisible, just very faint. My mom had no trouble seeing it. Right now, the second word is the most visible. I was working on my first wood material in…
There is no single mathematical formula for polygon budget. It depends on the project. A robot in a Ratchet and Clank reboot will be different than a robot in Titanfall. You would have to look up their character art to determine how much you should be using. If you're just doing stuff for a portfolio, there are still some…
There are some simple things I do before a interview: 1. Check the participants on linkedin - it gives you a better impression who you are going to be talking to and what their own role is. For example you don't want to ask HR about technical details of your work. 2. Get a good idea how big the team is and what they are…
Thanks! It took me a little time to really get into this whole shading system. I studied a lot and watched some real materials. I think I got it but I could be wrong :) So basic idea is that you don´t bake stuff into texture maps like before you did. Right values are the key for realistic results. The main concept is that…
Hi, @ZacD posted good answers. I'll chime in as well. 1) What are the main differences between the two applications? At first glance they seem to do very similar things. Substance Designer's core purpose is to create substance materials (.sbsar) files that can be loaded into Substance enabled applications such as UE4,…
It's always possible to give constructive criticism. Your post comes off as being childish whereas ExcessiveZero's post comes off as being helpful. At the end of the day, if you can't say anything positive or you can't provide constructive criticism, then why post at all? If you look at the Pimping and Previews section,…
now...Crits time! stevston89: Looking pretty good so far, but the face is a bit strange imho. The eyes go far too back in the side of the head and probably a bit too high. Also even if the concept gives her a quite squared head i think you put in too much jaw and cheekbones. iniside: I agree praetus on not putting in…