Update : ======================================================================================================================= sup guys, been a while since i worked on something for my portfolio so i though ill add another thing to it, didnt wanna do a gun bu i realized i never posted any real life realtime guns, and…
Hello guys! I've just installed new Max 2012 and can't understand - what is it doing with my normal maps? So here is screenshot of two renders with same model, quality, prefs etc. First is Max 2011, second - 2012. 3ds Max 2012 does something mad with uvs, realtime render shows exactly same problems as other. The seams…
I guess it depends on what kind of position you'd like to be working on. If you want to work on video game art (real time) then you would benefit a lot from having your work in a real-time game engine since it would show potential employers that you know how to work with the tools needed to make a game. If you wanted to…
solidify issues are typically caused by either normals facing different directions or overall non-uniform scale. Try recalculating normals or clear/apply scale, respectively. No hard and fast rules, in terms modeling an interior (low - mid - high) just what effectively works dependant on an envisioned goal, whether…
Updated the thread with a lot more information. I know much better what the advantages and disadvantages of C4D are now especially compared to Blender and Max (although its been some time I used max) To my surprise C4D fares a lot better for realtime than I had the impression and has some strong advantages, especially in…
A suggestion: the UV panning can affect not only an iris albedo texture but also displacement textures, one for the cornea bump and another for the iris "valley". So one displacement texture is for the cornea and the other for the iris, if all textures pan in sync then the effect works. You haven't said what you're going…
The tiling texture can be useful because Marmoset is not just for hero props and or uniquely unwrapped characters. It is a functioning realtime render engine. Therefore if one were making an environment with tiling materials this would be applicable. In the case of a human or character perhaps, wrinkles and macro detail…
Agreed with Erich. The concept of the generalist isn't very common in the way you are considering it. Even at smaller companies like where I work, artists have put wear a lot of hats, but we come from a strong foundation to begin with. Where as, none of your work has that. BTW, I grew up in the same area as you. So I wish…
Yeah, that was totally Dmitry Parkin's Imrod model. Is that being used with permission? Aside from that, it actually looks pretty cool. The only thing that is bringing it down are the characters. Not so much the models, but the way they contrast with the environments. For example, there are no drop shadows on the…
Thank you! Totally the inspiration for it. I looked over literally every sprite database I could find, and studied all the tiles art that fit into a Minecraft space. I learned much in patterns and their variations, along with the best ways to shade and account for light in the realtime raytracing engine. *bows* Being in VR…