Hey Folks, A friend of mine who I used to work with at Epic is going on a European tour collecting reference images and videos while documenting the experience in words. Finding reference of what we want to build is hard work, not simply the task of finding something that's well enough lit, has shots of different angles…
I think you would have to remap the gradient to fit the size of the pin (like with a level). Probably easiest and most visual option would be to project a gradient (or other shape): Some other options: 3D Distance, a bit fiddly to set up the origin 3D Linear Gradient sampling the colors of position map for start and end If…
I'm not a baking guru, so I can only offer some slightly educated guesses. UV doesn't seem to have any conflicts with the borders (it's by itself and not mirrored), so a projection issue is most probably the cause. I'd try first to adjust the relationship between the high and the low poly -- just run a few test bakes with…
Oh, and because Mop is sure too humble to post this himself, how about the game he is working on? Not only does Brink look fucking fantastic from a stylistic, visual and art direction point of view, it is a highly detailed, very technically advanced game. I feel this is a perfect example that Art direction and technical…
I work around this a little differently then most. I use The Onion Layer manager which lets you toggle on and off alternate textures for each layer. One material with the actual texture sometimes default grey, and another with a 25% opacity or wire. VERY handy for this type of thing. It's like making it see thru in the…
[ QUOTE ] The 2nd one looks weird . I mean it would look a LOT better with just one set of arms . Especially since the upper arms are smaller then the lower arms ...looks bizarre [/ QUOTE ] The reason his arms are like that is because Kraylor has the ability to drop down into a centaur pose (or will have as the current…
Hello! I started learning Plasticity recently and wanted to share some of my thoughts about the software. Maybe this will be interesting for people like me, who have a poly-modeling background and consider giving CAD a go. First of all I was pleasantly surprised how "artist" friendly Plasticity is. The interface is very…
In marketing there's the concept of switching cost, which are costs which prevent consumers from substituting one product with another. Your product may offer more value, but if the switching costs is higher than that extra value, consumers won't switch. In 3D those are: costs for re-training or re-hiring art staff for the…
Hey Polycount folks, I've been a long time lurker in the forums, and its about time I ask for a full critique on my portfolio. I've been on active duty with the US Army for the past three years (long story), and most of my spare time was spent unlearning old ways and learning new ways of creating game content. I'm now…