MoP...there is a very simple solution to your problem. Set the entire model to 1 smoothing group. I didn't see the problem at first when looking over what you guys were discussing because I thought it was common knowledge that when working with a normal map, the entire model should only have 1 smoothing group. Why is this…
List of changes: - I have made two tilling textures; one for the ruined brick wall and one for the rocky parts of the ground mesh Screenshots: Description of the progress: For both textures I have used Zbrush, Max, Xnormal and Photoshop. Brick wall: Here's the run down of the process for this mesh. 1. Sculpt three bricks…
Thanks for the reply! I fixed auto exposure; however, it was still too dark. I looked through the HDRIBackdrop properties and found the Intensity parameter. By default it sat at 1, but increasing it to 1000 gave me the result that I wanted, but I'm not sure if it's the right way to do it.
I'd say at the very least stop trying to make dean's list grades. Focus on your art, not your humanities classes and just worry about passing. The mentality i've had to get as close to breaking in as I think I am, is to not think of art and everything as a giant road that stretches for years on. I've always thought i'm 1…
yeah. i know ive got a bit of work to do with making a low poly, but generally, i dont see how 10k is too high. i do understand that i may not need all of it, but i mean, looking through some other portfolios and game-res guns, im seeing things between the 7-12k range. im really trying hard to break this down as far as…
In my opinion there is no such thing as "stylized character artists" or "realistic character artists" especially with no experience There should only be "character artist able to deliver great characters no matter what challenge is thrown at him" You've got dudes known for a particular style but usually these guys have 10…
Good start. Yeah it will lose its shape. To get around that you have to re inforce the edges you don't want to move. This will be a step one of your high poly. So you will want to export your low poly mesh before you edit it, or like some people. Actually re make your low res after you make the high res. (they do this…
Diablo 3 is a bad example. Diablo 3 had HUGE PENT UP DEMAND, basically a starving audience of diablo 1 + 2 fans had accumulated over many years. Diablo 3 even if it was absolute garbage would still have sold a lot on name recognition alone. I compared a toony style first person shooter (borderlands) to another first person…
Sorry to dig this up from so long ago, but just to re-iterate, from my exp and perspective, It IS right. I've seen a LOT of character art tests in my career so far and its an overwhelming bias to one side im afraid. Many of the unqualified applicants arent unqualified in terms of experience or education - hell some of them…
I did a quick test with a FBX file made in Modo 501 with the latest December 2010 Beta version of UDK. There are some issues: 1. Smoothing groups appear transfer over properly with both FBX options. That's good. Unfortunately with Autodesk FBX the vertex normals appear to be messed up somehow. 2. My object has 2 unique UV…