Deep Forger is a procedural generation app currently running as a bot on Twitter. It uses similar tech to the Deep Dreaming generator that went around a little while back. Unlike that app that inexplicably worked pictures of dogs and eyeballs into a submitted photo, Deep Forger picks a specific piece of artwork and reworks…
I created several blend shapes for my model. Some of them from scratch, some of them by merging other blend shapes. After export in .fbx names of some blend shapes changed. I imported this model fbx to Unity and to Maya LT and in both I got the same result. Some of blend shapes (not all of them) had different names. The…
Hey Guys! First post here, thanks for having a look. I've got some general questions about executing modularity in models/textures. I'm currently working on a small town Main St. style environment and have an opportunity to work with a lot of modular assets. Right now I'm working specifically on the courthouse pictured.…
Hi everyone! I'm new in the 3D world and this is my first portfolio character. I would like to know if there are any errors or where I missed something or maybe something should be added? Just some feedback. And the big question about topology. Some artists use a lot of triangles and poles. As I understand, triangles can…
To get a job, you need to demonstrate the basic craft skills of the trade in your portfolio. Here are a few things I've noticed that show a potential employer that you haven't mastered this fully yet: * polygon distribution is very uneven. Some parts are far too high-poly for an optimized game mesh while other parts of the…
Model looks good, maybe a bit sharp and too uniform edges at places Texturing is pretty simplistic still and needs some work, Edge definition and medium/large scale details and variance are everything in texturing Small scale surface detail is there but that can generally be so generic that it can be done with a tiling…
You've got some of the base shapes nailed down, but they need refining and you also need to start using several smoothing groups as the armour of a space marine has several hard edges. For example the shoulder pads. Your model also has the adsence of a waist. Personally I would go back and segment the armour into several…
I do not agree with you on never editing the cage. There is a reason most bakers allow you to import a custom cage. With an automatically generated cage the mesh gets pushed out evenly. With a cage you make yourself, you can change how much it gets pushed out, where you need it. For example around parts of your model that…
I think to make it pop out good and proper, and ditch some of the 'flatness' the scene has is some decent ambient-illumination on the advertisements, and to be honest everything. In Deus Ex HR a lot of the lighting is added to by having the area largely darkened, but with a large volume of glow and falloff light to bounce…