Of this topic? To observe and understand how NDA's perform in an extreme situation so that we can better prepare in the future to accommodate a more balanced approach to game development, with employees given the choice to work from home or in studio. Its an interesting comparison between the very protective and…
http://wiki.polycount.net/TextureCoordinates Make textures, post them here, get feedback, do again. Then you'll get better. Texturing tutorials are easy to find and they're the hard part when it comes to your models - not so much the UVs. What you can and can't do with UVs depends on the game engine, but generally: * UVs…
Depends on the size of your shop and how departmentalized it is. In some shops you're not even physically close to the 3D team. With some gigs your contract ends before all of your stuff has even been modeled. The things you care about are usually the art director's domain. He has to make sure the concepts are clear or…
Nice looking portrait you have there, mate. ;) The one last thing that actually makes eyes realistic is the "magnifying" refraction of the iris and pupil on the cornea, but as I've reasearched it's a quite complex phenomenon to achieve in real-time rendering. But since you used Mental Ray, that gets raytraced... and the…
Hey man, I was going to do this last night but I've been swamped with work so I didn't have energy but I wanted to show you this really basic way of doing this. First off, your value pass looks great. One of the catch with using the color layer is that it does weird shit with saturation and it is only the correct…
Heya EQ ! Of course, there are indeed circumstances where one might want to "harden all UV edges" - it depends on the kind of asset. And of course not every asset can be made with everything soft - it depends. My point is that there is a popular misconception floating around that tends to make artists believe that they…
Like many I used to smoke a ton of weed when I was younger, but over the course of 10 years I'm at a point where I partake once or twice year. Usually with a bunch of art nerds, and I would say 90% of the time nothing creative comes from it, usually it's just discussions about how Firefly wouldn't have been canceled had…
Well the character isn't complete shit, which is better than I can say for many I have seen, including my own haha. Some things that stand out to me on this guy - his face is really pushed in, looks very mushed. On his forearm it's way too thick where it meets his wrists, even with a muscly guy it's usually more of a…
Yep i know because i used the auto mapping+unfold for uv map all the curved bars just to complete the uv map but i did all the tests to the "bottle body" part where i cut all the seams manually and i also applied a different material to use all the texture space ( i exported only the bottle body part ) but it didn't…
"PBR" is more of a concept than a specific technique. Different software and engines implement PBR differently. The *term* is used more commonly in games/realtime applications, simply because for so long, creating something physically accurate in realtime wasn't feasible due to tech hardware limitations. But software for…