Hey there Shrike ! Another interesting topic, good stuff :) First off from playing with this sort of approach myself I would say that there is an interesting variation to the swatch approach consisting of relying on vertical gradients as opposed to just a grid of swatches. This lets you vary value intensity by shifting UVs…
You will have to elaborate on that AMD voxel stuff then. On the topic of dynamic GI 'removing artistic control', I would say its the opposite. The enhanced workflow from rapid iteration alone would only make everything look better. Plus, given that you would effectively have access to cheap realtime area lights (And if you…
I was tempted not so long ago porting stuff to modo. There was a company I was interested in that used modo for the modeling pipeline, but they ditched me in the end so my future is without modo for now and instead more maya/ max again. There are some usere here though that wrote some UV stcripts like align and some others…
Thanks for the compliments guys! Messed with the low poly a little bit more...found a few hidden bits from the high poly hiding in the mesh. After removing those and optimizing a little bit I dropped 5k tris. Also added another couple loops to the gas tank to round out the silhouette...it was noticeably faceted in "first…
Hey! It has come a long way. I'll just tell you what I think in a few points and you'll get to decide which ones to implement. 1) Materials are all the same You don't have any Dirt or Roughness Variation.. and if you do it's so subtle it doesn't come across. These assets are baked down, right? Add some Roughness to…
Cameron used Lightwave and Motionbuilder and an Innersense suite for previz on Avatar. Game engines at that point (bear in mind previz started in 2007) didn't have quite the same breadth of tools for that kind of work. Arguably we're only just reaching that point now. And you'd certainly need at least 6 hours of serious…
I have used unity. However, I have not built a project on it so I am be no means an expert, but I am familiar enough with its features to know a few pros and cons. Despite my excitement for what Torque 3D may become it is still very much in Beta. So if you need to build a project (with an engine you know will work) I would…
You're strictly doing this within the 3D app, yes? Why not render it with an AO pass? Right now the corners are lit really hard and there's no real softness to the entire scene. Not sure where you're at with your skillset but here's an example of lighting with an AO pass: The first image is similar to what you've got.…
A few months ago I was contacted by a noble person who wears the batman costume and helps children with health issues. He makes them happy and gives them hope with his superhero presence. He was impressed by my first batmobile concept and he wanted me to design a new car that is more practical and functional, so he can…
My name is Chris Johnson, and I am an experienced professional games animator with 16 years (or so) of experience working on games of various genres, on a wide array of platforms. For the past three years I have worked as freelance animator as well as an art manager/producer on a variety of titles. In my career I have…