CP:Incursion is looking for artists to come and work on our newest level, Streets! Profile ____________________________________________ Name: Streets Status: In progress Location: Munich (Central) - Germany Scenario: Intelligence has reported a group of well trained Mercenary's have been hired to do a bombing attack in…
Its time to start a blogging/spamming my updates of a Fallout scene I'm working on. Looking for much needed feedback and to track my progress. CREDITS Based on concept material produced for Fallout 3 and New Vegas, mostly based on drawings by Adam Adamowicz for Fallout 3 with lighting references from Craig Mullins early…
Hi!So I've been sculpting this character and I'm using the MetaHuman topology. I now want to project a 3D Scan Store basemesh for the body and for the head, TexturingXYZ. My MetaHuman basemesh is at real scale, that is 180 cm tall whereas the Scan Store mesh is 1.8 cm tall.What is really the correct workflow you all use…
Character Artist Location: ArenaNet, Bellevue, WA Description We are looking for a character artist that shares our passion for creating worlds and the characters and creatures that fill it. This person will have a talent for creating the high res sculpt as well as the final, low res in-game model. They will join in…
Retopo, is the act of taking something that is insanely high poly and unusable in games and creating a low poly version that is optimized and efficient. Typically this is done so you can bake normal maps that are applied to the low poly to make it look like the high. As for the first question, you really need to answer…
Here's a quick update of my progress thus far. There are things I like more about my shader and more about Sprunghunt's: So far, I'm liking the way my shader's screentone works. There are a couple things that I don't like though. The cel shading doesn't affect crease edges, only those on the profile. I think the simplest…
Good work Gary, I would post up your references, so your diffuse, normal and spec. This may help people critique better if they know your source. On the gun arm for the Iceman you may want to tone down the bluish/red colors. I don't think they really mend that well with the overall colors of the gun. The main thing I am…
Someone asks me about the workflow for Maya Stingray PBS (PBR) material setup today, so I figure it a quick summary might help someone facing the same problem in future: - First of all, what Stingray PBS material want for their Textures Global are diffuse irradiance and specular maps. - What they are is Image-Based…
Sorry for the lack of proper Object updates , I'm currently working on the Master Materials for my Prop Materials and Blend Materials. I'm trying to add as much as possible ^^ For my Prop Master Material I have this so far: - Option for Diffusemap or Solidcolor - Tinting my diffusemap option - Desaturate diffusemap option…
This helps explain the painting workflow and gives you a peek at how it handles things. It's pretty straight forward and not that different from how some people work now. [ame] http://www.youtube.com/watch?v=GxNlAlOuQQQ[/ame] Like fletch said, each face has its own map and each map/face can be up res'ed and the system…