The Flat color map can be generated many ways. I use vector masking in photoshop. You could do it high poly paint(seems very slow to me) Xnormal can multi color uv islands(that really doesn't help you for controlling detail inside of a complex map) I found vector masks with color layers with your normal map as reference…
Ok, maybe I'm a raid noob then. I thought to double the performance with raid you lost half the space.... Maybe i'm thinking about raid 1 though. I'm not sure why you would "throw away" an ssd in any case... If you have the extra sata port to run two you have... the extra sata port to run 1 + another later... My basic…
Thanks man, really appreciated, that was solid feedback! I was so far from here that I didn't see your reply for months eheh gotta spend more time on polycount. Meanwhile I've worked on him and here's the result. It's not finished yet still have to tweak a bit just based in your input. I was trying to find a fast pipeline…
Before the pneumatic nail gun, wood buildings were built by hammering one nail at a time. You know how many nails it takes to frame a house? So carpenters from those days were really, really fast at hammering nails. They could sink 2 inch nails in a single swing -- loading the nails in their hands so that they could sink…
Say! This looks really nice! Looks tough. Minor critique though, the fist looks a bit like a babies fist. Which for me is sort of killing the tough factor. Could be personal taste though. Keep it up!
It was east east africa I'd thought. I'm one of those guys that thinks of himself as an american first, this is helped by the fact that tracing along my mothers line leads back to cherokee then disappears. Makes it real easy.
Even with what Casey mentioned above, I can think of pretty much no way that the moonlight could shine in from two directions. It would either come in through one side because the light is directed very straight on that side, the moon would be high in the sky, which would make it on top of the building so both sides would…
CGMA instructor Pete Zoppi discusses the art digital character construction for film, animation and video games. The Character Artist’s role is
rightly regarded as one of the most technically and artistically challenging in
the 3D arena. In part this can be attributed to the increasing demand for
incredibly detailed,…
Hello polycounters! So I'm currently writing a research paper for school and decided on a topic that could teach me something that could benefit my future school work (focused around modeling, texturing etc.) So I chose to write about normal maps, far as I can see they play a big part of making the games we all love look…
Sure, I get that as a junior you have to demonstrate a willingness to learn but some of the people in that thread also display rigidity. What's stopping the Junior from modeling stuff in Blender and then exporting the FBX to a Maya scene? I am an outsourcer and that's what I did in my first project. Many of my colleagues…