I'm afraid its not for europe folk, just over this side of the big pond. As a Scot, I shake my head in shame about that, but thats just the system in general. I don't think I'll be able to give away any more codes, we each got allocated 5 friends and family codes and i gave mine away already. If something comes up, I'll…
Besides lineart, I think some simple shading to show the forms of surfaces helps a lot, especially on really tough shapes. So lineart concepts, with layers for reference like simple shadows, color/materials, and even shape guides/breakdowns is important for me. I often leave notes and "redlines" on separate layers for…
The Stretch Shader is fantastic. I found RoadKill but it only install a standalone version with maya plugin. But the plugin kills itself is not what you are using. You use the shader alone in maya. Is it possible to share this? Looks like the Maya integrated Shader is a Proffessional version only or? Weird their homepage…
Hello, A game I was working on earlier this year just recently got greenlit. It is about 30-40% done, but I am looking for a 3D artist/animator to help finish developing the game. A link to the game can be found here: http://steamcommunity.com/sharedfiles/filedetails/?id=634350814 As you can see, it is still pretty rough,…
I'm making a wierd shaped object, planning on taking it into mudbox so it's gotta be set up properly for high poly work. It's an axe-head. Right now it's just a plane but I plan on extruding this shape to create what I need. But I'm having difficulty modeling it in quads. I've started with a plane and dropped down some…
I am currently trying to make a symmetrical texture map for my character in Autodesk Maya. For example, I want the arms of a character to share the same texture pattern. But I cant place the UV shell corresponding to one arm on top of the piece corresponding to the other arm because it doesnt match without flip. If Im…
small feedback here: as much as it's tempting to try to shade particular areas, try to resist... use large sweeping shades (almost like ambient occlusion) on the skin, rather than focusing on specifics. by focusing on areas like the ankles, eyes, and nasolabial folds, you're making her look really old. in terms of the…
It makes a lot of sense that Adesk have chosen aistandard and Max's physical material as a framework. Incidentally MtoA 3.2 and core 5.3 just released featuring: New menu Export Selection to MaterialX allows exporting the selected shading trees to a materialx document. It's also possible to append several looks to a single…
sorry in advance if this may sound harsh finished? no way don't get me wrong, the model looks nice, the shapes are cool - the normalmaps seem to work good besides some shading errors on hard anglers, which I assume come from beeing not synchronized between normal baker and renderer? But texture and shadingwise thise is…
Small WIP of my lowpoly. Body Uv'ed and baked (still need to tweak some bad spots with blockers and bake my material mask.) The head is still just the Lowpoly flat shaded too... stevston89: your guy looks awesome with his awkward mustache! Love it! And thanks for the TLoU reference pic. I wanted to find it later and use it…