Well, if they are talking about the high poly, yeah. I don't recall running into problems with high poly parts being a bit sharp. I know that my low poly model still needs some beveling/chamfering. If they were talking about my low poly, then I already knew that. Perhaps I misunderstood which of my models they were…
I was going to say I can't believe we're not talking about it already, but then I realized that everyone's probably too busy playing it to talk about it. So, who's playing? Is it as good as it looks? How different is the game now? Do the class changes work? What are the new zones / instances like? I'm guessing Bobo's…
In substance painter and UE4 my texture looks how I want it, but in marmoset it looks slightly desaturated. Its not a sRGB problem or a lighting issue that I can find. I am specifically talking about the moss area. Here are some screen shots to show what I am talking about. Also please excuse the temporary ground texture!…
Thank you Joseph, I have booked you in for the week. The students are very lucky to have you. If anyone else is free on Wednesday's 1-2pm for our professional talks then I would love to book you in, also would love to have some private Games Modification and Designers to come and talk. Artists - All kinds Games…
IMO, I find it a bit suspect that a realism only portfolio is heavily limiting. Especially if we're talking game industry. I don't got the numbers but I'm confident there are more realistic games being made in the AAA space than stylized. And when you talk stylized, it's a very diverse and different set of artstyles…
I think this belongs in the Zbrush technical talk. I feel like I see too many threads in here instead of tech talk? Anyways, I don't really know what the issue is, but threads with detailed photos tend to do better for responses. So if you're on a tight deadline, I'd add as much info as possible to this post. Good lukc
As long as each mesh has only one UV channel when exported, you should be good. I'm not sure that it is necessary to combine and then detach the meshes, but I am not really a Max guy. If you're still stuck with this, you could try creating a thread in Tech Talk to get better responses to general Max…
You need to be thinking more about the composition of your level. Currently your medium sized details do not overlap and there are a lot of hard separating lines in your level. The latest example is the easiest to see what I'm talking about. Each unique surface ends in a line with no overlap or blending of areas, Here's a…
I really like how you talk about a wide spectrum of jobs. I'd like to hear more about going to events like GDC or PAX, what to expect, what you should/shouldn't do. I don't know if its worth an entire podcast though. I know you talked about it a little bit after the portfolio thread.
See Per, this is why you don't go out and get uptight in threads like the "Rob Liefeld sucks" one. When you post funny asshat comments later it makes you look like you just talk shit for the sake of talking shit. Which you do. Just other people here can't handle it and they spaz on you.