Been trying to figure out something for awhile now. Since normal rendering is the result of model surface normals co-inciding with normal map data burned from a high rez mesh into the normal map, LOD meshes present a problem. When the game switches from LOD-0 to LOD-1, the reduced polygonal data of the LOD-1 mesh will no…
Hello everyone, I'm working on a character for practice, and i was wondering about how to deal with clothes and their thickness. I'm aiming for the character to be low poly and game-able. My issue is, that I don't know how to approach the clothes. Should I start with a one sided surface and after I'm done with the sculpt…
Hi All I`ve always had issues with Maya`s extrude surface option and uv mapping, I can never get it to perform a good UV map from the off. In the screenshot attached, i have a linear spline (cross-section) with how I want the uv`s fit to, and then i`ve extruded along a curve with a U:1 and V:13 . And I expect the uv`s…
Depends, what do you want to do? That you should answer first. Do you want to be a hard surface artist for games? Hard Surface artist for film? That's vastly different. You can do everything necessary in maya. If multiple tools give you a quicker way, use multiple tools. No one cares how you make something, the end result…
Everything will be triangulated in engine so quads shouldn't matter in the end. This is just from experience, you need to really test in engine as soon as possible when starting your asset production, only then will you see what needs more or less geo. Normal maps work just fine but you dont want to use them for large…
I think the small head is kind of a cool look. It makes her seem really tall, like 7 feet. Kind of reminds me of Fran from Final Fantasy 12. Any way, the thing I think could be improved is that her skin texture is reading a bit like plastic. A stronger sub surface or translucency effect would help. Some color zoning in the…
Thanks for the crits everyone. Marq4porsche thanks for the paint-over. Here's the lighting adjustments. It's starting to work much better. All the surfaces are textured now. Just need to add in background elements (tree-line or forest) and some small rocks up close along the path. Pix I like the cart idea. I think I'll add…
Incorrect normals are easy to spot most of the time because they cause a gradation across the affected surface. The more incorrect the normals the more pronounced the gradient. "Face weighted normals" is just the name of a quick technique to alter normal direction based on the size of its associated faces (ie. the…
The site isn't looking too bad. So far I think you have a good chance at getting a 3d generalist internship somewhere. You haven't gotten there yet but soon you may want to start thinking about choosing a medium to focus on, environment art, character art, hard surface and prop art, etc. I was right there where you are…