Hello I had a scan, few milion polygons, i "converted" this (retopo etc.) into a lower poly version of 10 000 polygon and Diffuse, Displacement (32 bit EXR) and Normals maps (the "standard one" - purple-ish :-) ). I deleted the original scan. Now i "discovered" that i would like to have also even lower poly version of this…
3d is such a versatile artform and it's one that expands in use and purpose on a daily basis. something can be purely sculptural or it can be rigged for animation or used as medical reference etc. In this sense I find that it's hard for me to work when i don't think my work will have an immediate or at least a purpose in…
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@Benjammin seems to be the case because I have a geforce GPU and it is running good. I did some sculpting at 17 million tris without any slowdown. it is really inviting how it just has the things I actually use and not much else, and seems to be designed around normal production workflow rather than a bunch of zany toys…
I think people get too attached to studio names. It's never the studio that makes the games that people love, its the people behind the studio. Those people will carry on somewhere else if they choose to do so. I understand if they decide to cash out and go do something else that isn't as volatile, the industry isn't…
Well what I mainly don't like is that it's impossible to tell that a mesh has hidden parts, especially because it also tends to affect the bounding box corners Max displays on selection. You can even go so far to have a mesh that becomes completely invisible and thus unselectable, even though technically visible on an…
Texture flats. Didn't include the smaller utility textures and one I'm still working that has grunge in the red channel and a color mask in the blue. Trying to figure out what to slide in the other channels. Probably decals. Didn't do a good job of planning and now towards the end it's getting kind of messy. Something to…
I don't see how there can be a balance in this day and age. Copyright wasn't designed, and was never intended, to be a business model. It was meant to serve as an incentive to encourage authors to create more works for the opportunity to profit it from it so that more works would be available in the public domain. It…
For something this big, its totally fine to bevel the edge in the mesh. however, this is something ive been seeing so much with peoples assets in unreal. use proper vertex normals. nobody thinks of this anymore and all I see are objects that are rounded all over. it looks wrong and nobody says anything about it. its not…
Thank you for commenting Chris! :) yeh, I was thinking about that sleve and if I should get rid of it completely or not, I know it would stretch the texture a lot :S also, i wish I didn't have to rush it so much... but because we had a dedline on Friday for the sculpt and the retop I had to move on to retop by that stage…