Hi there, I'm posting this because I feel I have hit a brick wall in my workflow and am not sure where to go next. I also could use a few questions answered about things in zBrush and such. I've been procrastinating with this character for too long now, being too proud to reach out and ask for a bit of help; so now I'm…
<font color="red">Job Description:</font> The creation of 3D character animation, under the direction of the Lead Artist and Lead Animator, that meets the originality, creative, and technical quality standards of LucasArts. Mentors and sets the example to others. <font color="red">Major Responsibilities:</font>…
either way might work but should probably get the model in your rendering engine with some basic textures, that way you can see what effect those changes would have on the final product. For example if you have one less edgeloop to hold the shape of the cylinder it might look bad once you have real lighting applied. Or…
To understand why metals are lit the way they are, you should understand commercial photography. Photographers spend a lot of time and effort on crafting precise reflections on metallic and mirrored surfaces. For example: https://theslantedlens.com/2023/how-to-photograph-shiny-metal-lighting-tutorial/
Hello all, I've been lurking here for quite a while and wanted to finally post & say hello! To make a long story short, I've been a vfx artist on the TV/Film side of things for almost 7 years now. I've always had a strong passion for gaming, and ever since I almost got hired on at TimeGate (RIP) to work on Section 8 back…
Curvature is a one-dimensional gradient and the display colors seem to be literally just that (including the normalize checkbox). You'll have to reconstruct the colors e.g. with a gradient ramp. See here: https://www.youtube.com/watch?v=isBf3HGWse4 (You can do your original color map as well.) However, Vector should be…
Feel free to add to this. I'd like to spread some awareness of the spectral properties of light because I think it'd help artists (and anyone who deals with lighting and materials really) to be aware of. I'm not an expert so please correct me if there's anything wrong or unclear, but hopefully you'll find this crashcourse…
Hi Like the question asks - should they be avoided completely or are they fine in some situations? In my example, I've added one on the surface of a mech's leg, though it's not an area that should be affected negatively when deforming. Thanks
You can automate mask rendering in substance designer for example, then use photoshop script to batch combine all textures from a folder into single texture, merge and bleed it. Unfortunately I can't give you exact steps, so if time spent on research and automation is worth it depends on how many textures you need to…