Yeah there's the sculpting tool and also another one that is part of the poly modelling toolset. In Maya it's called the Edit Mesh : Average Vertices tool. Yeah that's what I was thinking: manipulate the shading after you are happy with the geometry as such but perhaps still need to get rid of little visual glitches. I can…
This. Dedicated GPU, for sure. Get an GTX-x60+ (Example, when I got my laptop it has SLI GTX 650m's. If it had the 660m's it was light years faster. Nowaday's examples would be the 950m VS the 960/980m's or the 1050m vs 1080ms (not up to date on the m chips these day though, so more input on that from others would be…
Hi Alec, I simulated your workflow for Maya/Xnormal/Handplane and can clearly see how this saves time, since no rebakes are required each time the mesh gets edited. The Handplane web site also says that Handplane can create lower vertex count assets, improve shading quality and fix projection errors. I realize that artists…
On a side note... after reading through a few of the pages listed I kind of have to agree with google. I wouldn't consider them "Academic" in nature either. It's put together poorly and has very little, if any references or examples. A lot of the stuff listed on that page I've never encountered in the things I've…
well if you want to be an ingame animator, good examples for all sorts of cycles, the ability to characterize your animations and very important for a lot of jobs - the ability to animate 'realistic' humans should show through on your reel. familiarity with animation blending and mocap tweaking is pretty important, too.…
Hi! Perhaps you find some useful info on the Concept wiki page I think the base of many environment concepts is a 3d blockout. For example concepts could be done on top of renders of a greybox level, or the current level state to explore options. I think a crucial part when fleshing out an idea, whether 2d or 3d, is…
Amazing project (watched your YT vid as well) so cheers for sharing and also congrats, no doubt looks as though was a ton of work involved :+1: I particularly like the cloth sim'd objects especially those creased folds or wrinkled cloth they're quite realistic, for example on what appears to be a TOPP or MOPP suit? If so,…
I mention bevel shader in my breakdown and since there is this excellent technical article about it I thought I'd link it here as well. Might be handy for people who are not familiar with it but want to see the pros and cons and how it works. :) Small side note, bevel shader is not something "new", it has been around for…
Corpo-speak has been around for quite a while, LLMs only made it more accessible. So we see it everywhere now, accompanied by weird emoji listicles when it's a professional seeking work. It's text shaped in a way that should be more legible in principle but isn't in spirit because it's created by a hollow bot charging by…
Lets say i make this really large texture for a tree and think it would look great on an arrow... Will putting this large texture that's already being used in the engine and taking up ram onto the small arrow cost a lot of resources? The arrow is using the entire texture. Another example: I'm going to place 5000 single…