This should probably be moved to Tech Talk. Generally it depends on how close you can get to the model and some other factors. For example, a prop you can walk right up to might be 1024, but one on the ceiling of a tall room might be 512. Screen-time is important too. A hero character or first person weapon might get a…
Greetings I am Alan Carter, Technical Art Director at ARB Studios. We are looking for a 2D artist for an outsource task here at our company. We have prepared a google document with all of the task details. The game is assembled and so the task involves working off of provided templates and within boundary guidelines. If…
I'm looking for someone who can model a cow and a sheep for populating a level. No specific poly-budget but it'll be used in a realtime environment with some of it's "fellows". This have to be kept in mind. I also need to have it animated. -> idle, walk, picking up gras / idle (just head down to earth and then rise it…
http://www.youtube.com/watch?v=f1hSlKki3Cw Here is a rotation and a video of a horse walk cycle I created. I realize that the head, shoulder, and buttocks controllers were messed up in the scene render, however the walk cycle remains the same. I'm having some difficulty in getting the horse's feet to match the groud plane.…
Hi all, I’m an Art Department Director at a game studio, and we’re specifically looking for a very fast character rigger to help us evaluate and improve our rigging pipeline. Speed is the primary focus here. We’re looking for someone who can turn around solid, game-ready rigs quickly and consistently. Phase 1 (Paid Test…
hmmm. i would say that there is is no need to have all those wires in your low poly, they will just be a pain to unwrap and bake and texture, you better off just baking them to a alpha plane with a nrm map, or just baking them into the side of the tank. That is just my 2 cents though. baking is just a test of patience…
Hi Eric! I've turned it into a contact sheet, I'm not very good at non UK English but I will give it a try, I like Dolly Parton so I will imagine she is talking, I hope that makes it easier for you, ha-ha! ;) Howdy Eric Hope you’re doin’ mighty fine! This mornin’ I moseyed on over to the National Gallery — it’s free,…
thats not a tank, its a tank destroyer :P nice model the difference is in the way its used. tank destroyers are lightly armoured, which specialize in ambushing enemy tanks. they protect the guys inside from a bit of spall, and some light fire like machineguns. tank destroyers are also cheaper to make and maintain than…
The UVWs have quite a bit of room available for use. It's generally a better idea to place UVs right next to each other. Sometimes rotating them a bit or using some Tetris logic to fit them as tightly as possible is required. For the UVWs, the scale should never be rectangles. It should always be perfect squares. The way…
Andrew 'dr1ver' Maximov has a great thread going about how to do more with procedural materials In his thread "The Desert" he covers some interesting ideas on how to blend materials together procedurally. These aren't your fathers procedural materials that stand out as a hallmark of the early days of 3D. Andrew is floating…