artstream - Thanks for your wisdom! Seriously, all of this makes quite a bit of sense to me. As far as the Trollbane UI goes, you are correct about the health/mana meters. Also, I should have assembled them correspondingly where they rightfully belong on the screen like you mentioned. I will fix that right up. Surfa - I'm…
I think I can help out here. I've worked in the game industry and the product design industry. When it comes down to it Modo feels like it was designed recently, where as 3DS Max and Maya feel like they were designed in the 90s and have just been upgraded and upgraded and upgraded to the point that they are bloated. Modo…
very good topic for sure, I've had the same problem since i first started in any kind of art, both 2d and 3d. i'l re-iterate what HP said in terms of practice. I've been at this for about 10 years and i'm just now starting to get to a point where i feel like i have a grasp on this sort of thing My best tips would be:…
Thanks for that reply. You are totally right, I think I have been completely mislead by poorly written online tutorials. I thought I had to manipulate the UVs themselves rather then the individual pixels, which makes far more sense. I guess I am more artistically minded than mathematically minded so I have been learning…
Yep, perfectly clear thanks again Eric. On a slightly related note. On my exploration of trees, it seems that what people have produced here on PC is quite honestly better than what is seen in a lot of games! The level of quality seems higher. Now I guess that could be the 'limitless' style of a portfolio piece, but take…
ok decided to be stuborn about this and see what the difference between my mesh for sculpting versus the example that polyhertz gave me, I noticed that per sub division even though I was still able to eventually sculpt in the details of the eyes etc I could do the same amount of details with little to no pinch points…
This post based upon OP's numbers here http://polycount.com/discussion/171689/pbr-the-problem-with-greyscale-metalness#latest: I have several questions regarding this metalness usage plus a real-world example to ask questions about: (BTW this is not for game engines and targeted for 3DS Max renderers and such) 1. We are…
I'd argue there is actually a fairly simple rule of thumb when it comes to normal map vs geometry - which is that if it contributes to silhouette you should be using geometry to represent it. This is heavily context dependent - but it's a robust rule there are of course other reasons to have geometry. one thing I will add…
Hi there so I got this question and bare with me if the answer is so obvious. Just I like to make sure or see if there is something else I should keep in mind for the future. I'm full of questions and get better understand of the pipeline :) So I finish following this tutorial of this model that turned out well. Now I like…
Hey everyone, I wasn't sure what it's called. The problem I'm referring to is what happens when you bake, for example, a smoothed cylinder onto a low-poly version of that cylinder. The baking info when put on the low poly mesh shows how the edges of the low poly object are breaking the smooth curve of the cylinder. I can't…