You might need to step back a bit and analyze the ref more closely. The speed is roughly 120 bpm; the loop you are looking to pull is around 2.5 sec, marked by the guy's right foot planting out at 0:30 then just before 0:33. I'd count the exact frames before getting in to Maya. Listen closely to the snare drum in the music…
Fighting games With only two hero characters can afford to experience some next gen 2.0 joy on not only poly/joint texture res budgets but git to play with muscle systems. One might draw inspiration from good examples of as much. In action on fight night 4 does anyone know the process they used for this muscle system?…
looking good! One minor thing, my eye gets drawn to the left of the image right away where the lighting is pretty even (by the rock). Maybe throwing some shade from the trees (like in the right foreground and on the right storage container) would help frame the shot up a bit and break up the even lighting. Keep going!
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Nate, you have really good execution when it comes to modeling and texturing but right now I feel the piece suffers from a lack of overall contrast, specularity and composition. It's very flat and confusing to look at because that water wheel doesn't make sense over there. I say look at your environment overall, and figure…
For a student game, we have recently imported a new character model from 3DS Max 2011 into UDK (2011-02 build). When in the game, the character seems to be having a very odd lighting effect that we've been unable to fix. In dark areas with low lighting, the model's textures seem to disappear and are replaced by a grey…
We need someone to light this room within unitys engine to give it a more cinematic and warm look to it. think of like a Pixar based lighting, we would also like a skybox that changes as time goes on slowly, if this can be done by you, we may be able to. think something like this example: the room is here do send us a…
im not sure if the title makes any sense, but i want to create a light source that has actual surface area, rather than just having the light magically appear from a single point in the scene. Im using mental ray and 3ds max 2013. So far i've tried creating a light card using a plane with self-illumination set to output in…
In the shader properties on the left side of Shader Forge, open up the lighting tab : There is a toggle in there for "light count", make sure this is set to "multi-light". You'll also want to multiply your lighting value with a "lighting attenuation" node, to account for light falloff/shadows.
In this webinar, Omar Gatica, Principle Artist at Infinity Ward, will share his experiences as a lighter and his overall workflow & process on achieving beautiful & practical approaches to in-game/real-time lighting. During game play, lighting plays a significant role in the believability and integrity of a story. If done…