Ashervisalis, CybranM Thanks guys, appreciate your comments. Diversity is something I thought
about before but it might sacrifice the overall quality, I will think about it. Slosh I used to work remotely before and I still get some offers but I can’t
work now and yes it because of my location,I mentioned the degree because…
Thank you for the response. 16m polys is the final count for the whole high poly model. It consists much more planks and models (the above plank for example it's only 1.5m before decimation and 400k after it). I'm currently making a texture set for almost all the assets I'm using in the scene. I usually like to import the…
Hi everyone! I'm aiming to become an environment artist, mainly in the film industry, but I'm also open to working in gaming as well. So far my experience has been primarily with Maya and my portfolio reflects that. Recently, I started exploring Unreal Engine and of course noticed the vast library of 3D assets and textures…
Yes. But in the example given by Alex Javor, the cut pieces are in strategic locations (like on the end of the arms, where the shirts begins). So the assembly happens on a geometry level; the pieces aren't a continuous mesh and normals shouldn't be an issue (the hands intersect underneath the sleeves for example. Hats…
I would turn your question around and ask why do you want to use Edit Poly? Many people new to Max will try to add multiple modifiers in the modifier stack as a way to save Undo history. But this is a flawed approach, because many of the modifiers are resolution-dependent, they will "forget" their edits if you change the…
Fair enough - then it's now time to work on all the elements of that story and plan everything in detail ! On a side note, I am not quite sure to understand how a bathroom is a better example than anything else when it comes to recent advanced in graphics. You could very well state something like "A giant spaceship was a…
I mean the built in Phong shading. Here is a custom lighting shader and an example of how to use it. http://dl.dropbox.com/u/48657892/CustomLighting.upk A quick rundown on the parameters. Roughness: This is the equivalent of "glossiness", but unlike Phong, bigger number = more rough. The range of this is parameter is…
The AO is a separate map, not added to the normal map, if I understand what you're saying. You say you're using mental ray, but the tutorial uses Toolbag. So your maps will be plugged in differently. Are you rendering in Max, using mental ray? Or are you trying to use the Max viewport? Or something else? You can bake…
Because so much work is done for you - PBR shaders have far fewer inputs. For example, if you wanted to have correct energy conservation with your specular highlights with a shader that didn't have energy conserving specular - you'd have to do it by hand in your Specular Level and Glossiness textures. Now it's just done…
Looking really good overall, I think the direction is solid. One thing that sticks out to me is that a lot of the scenes are a bit monochromatic or one-note. For example, the large rocks in the exterior near the river don't seem to have much breakup. Try and get some variation in the individual asset like heavy moss or…