@Highelf Oof, I'll try to step it as much as I can but honestly this is the highest my game has ever been. I've been working at the Spec all day trying to get less plastic and more leathery skin and scales, will post another shot tonight when I'm done with it. The marmoset render makes my wires look kinda crappy, here's a…
I am trying to follow a guide at the moment and am curious about a beginning step I think that's part of where a lot of my issues arose. If you don't mind answering? http://cgi.tutsplus.com/tutorials/building-thors-hammer-in-maya-part-1--cg-25676 Between Step 5 and 6 when first starting out he says "Extrude these two faces…
Ok, so I'm at the beginning of round two. I have to admit, I'm a bit nervous going into this, as if my entire career depended on these maps coming out right. How silly. Luckily, the results are much better this time -- however there is still some issues to resolve. I've read through the beginners guide to normal map…
Update: I THINK I've figured out what the big problem was and I THINK I'm good to go now!! (Knock on wood, keeping fingers crossed, and all that) To those curious -- The problem seems to have been solely the objects being unhappy to get linked on anything that was parented to anything else (not including the actual…
If this is a statement you're meant to research, take a step back and try asking yourself what does it mean by 'skilled'. In what areas are character artists supposedly better skilled at? Do they produce work with a greater attention to detail? Or are they better at understanding shapes and silhouettes than environment…
Here is a wip of the lo-poly for the wagon. I'm trying to really do things one step at a time and understand the process. I found that working on one piece at a time really helps. I've also tried to start thinking about my pipeline as a whole and break everything down into simple steps. There is so much involved in…
Hey man. These are looking pretty good so far. Here's my crit: In my honest opinion, I think you're killing yourself with all this extra topology. You're definitely headed in the right direction, but I believe you can build your topology better and more simplistic. Here are some reference images that will help you out a…
UV mapping though is the core thats behind any texture mapping. So even if you use the UV-map types (box, planar, cylindrical,...) they are all a way of arranging the UV's even though you don't get to see the UV layout yourself. Tiling a texture (even with parameters in the material editor) is nothing else as scaling/…
I like your AO tutorial, I just wish you had images exactly explaining to people how to set some of the stuff up. It took me awhile to get all the steps down so they are easily burned into my brain, but for a noob telling them how to do a lot of your steps can get really confusing. Once I started using MR as my AO…
Thanks for the tutorial Vig, I was actually trying to create a animated flag using bones (mesh is md5 ) and were trying the things you wrote...however, I might have misunderstood the process? 1) I followed basically everything except two things. I created like this: Added skin to the flag, added dummy node (Bone_Final00).…