If a full scale environment isnt something you can fit into your time frame throughout the week, consider doing something like a diorama. As skylebones said, it is a lot of unfinished AO rendered assets. I think your time would be best spent micromanaging smaller, more unique assets rather than shooting for large scale…
This guy has a good short series on Mesh Along Spline stuff [ame] https://www.youtube.com/watch?v=dsr0XGfHV8M[/ame] It looks like it still only supports Static from what I can gather from their Docs. Although foliage is now!…
Do you have a scale reference for a human in the scene? Because right now just judging from the square pattern your scene looks massive. Drop a robot skeletal mesh in the game without scaling it, or make a box about 36x36x96. This will give you an idea on what to base everything off of when you place props in the scene and…
I love the strategically placed gun, made me laugh. You are improving, and that is a good thing. I could list all the anatomical errors, but if i'm honest its still wrong. What i would do is look at how parts of the body flow together, for example the flow the quad area has around the sartorius. Try to identify areas of…
Thank you all very much for the input! Hmm... perhaps continued self-learning might be best for me after all. I've been self-taught thus far through books and online tutorials. I only know enough to create and rig characters and do some morphing and skeletal animations though. And that's within the limits of what can be…
I've spent the past few days unwrapping and setting up the textures. As always with my vehicles/characters my texture maps need work. I've purposefully made them massive (aiming to fit everything inside 4096px including the cockpit if i ever make one) and if i want i can reduce it down later with a bit of hassle. Still…
Yeah the projection paint thing is probably too big of a commitment - plus Ryan could work on that for a year and then Adobe could release the exact same functionality. . . The tiling canvas view, on the other hand, would be universally useful to texture artists, and is a much smaller project. . . One thing I see a big…
hi polycount! i have a few questions regarding the process of sculpting the human head. hopefully someone would care to help! this is where i have right now (started from a perfect-topo basemesh) reference: (just trying to learn n' sculpt a generally correct human face using this model. nothing portraiture or accuracy…
Hey guys, So this feels like a pretty newbie question, but oddly enough I can't find any solid examples of what I'm thinking. So I'm trying to create a customizable character to go into the UDK. I've got the model all finished and textured and separated into the parts I want to be interchangeable in Maya-- that's the easy…
Hey everyone! I am an 3D artist based in Los Angeles. I've worked in both Film and Games. My most recent experience is with working on the Friday the 13th Game. Thus I am proficient in character, environmental and prop modeling. I also have experience and can assist with environmental layout, set dressing and lighting,…