I like it Justin. Straight to the point. Your email and resume link though just feel out of place and tacky. Why not make your name at the top your email link and just simple black font underneath with the word Resume for your resume link. I dig the way you laid your work out...very professional. How do you plan to expand…
Thanks for the feedback! @Shrike I had some side exhausts very similar to the Mad Max cars, but wanted to get a little less Mad Max, so I removed them. I'll look more into this. Re: the guns...yah you're right, they are a bit over the top...thought it would be cool to have 2 guns since the car has the classic T-Tops so…
They simplify shader setup, some of the specifics depend on the software, and they're more useful in film or offline rendering. You're correct in their use, you basically get more UV space to work with to split across different textures in a set. A shader only needs to be directed to the first texture in the set; the rest…
edit: no harm done.Took a break from this, i have the habit of following the concepts 100%, which I've been told to "stop" doing, i think i mentioned it here somewhere that, the heads height was throwing me off and felt "alien", the concept artist did state to not replicate the design and that the view angle was highly…
[ QUOTE ] Yup. Is the elbow helper just there to take 50% of the two arm bones, to hold the shape on the elbow? Legs are the same - the calf twist takes twist motion from the foot. [/ QUOTE ] Yes, and thanks, already its looking better. You guys are gonna hate me when I get full on with the facial rig...
I done all without decimating my mesh and it works fine. Thanks for all the help so far. @ Neox: The reason why i want to decimate my mesh is that its easier for me to copy it several times around in the viewport to get on alle outside bricks the same shading the ao is giving to me. but now it works and iam gonna stick…
Hey all. I was experimenting in another graph while working on my main substance and now for some reason my main graph got resized to 512 and I can't figure out how to get it back to where it was. I've tried readjusting the inputs and it doesn't work. I feel like I'm missing something simple, but it's really frustrating.…
Whoever authorized the "1 artist" adding this pilfered art everywhere in Marathon, over the multi-year span of it's entire development and art direction, is getting 100% fired. As an art director you don't just pass over random symbols or words and forget to ask, "Hey, what do those symbols mean?" How are these graphics…
Also, if anyone says that I should just use the Dota 2 shader for 3DS Max, I've tried and I've had just as hard of a time getting it to work with Max 2015. My items disappear when the texture is applied. :[
Thanks! Yeah, that’s exactly the idea — kind of a masking effect, like a white shark’s grey-white coloring. The goal is to make it blend and disappear at distance. I’m planning to add some organic elements and get those animated soon.