I have recently picked up 3D modeling again and I am a fair bit rusty so started improving one of my early works to get used to the basics again such as hotkeys and basic work pipelines then add more to it.The basic of it I was trying to make a Mech with interchangeable parts such as Armored core style of mixing parts…
A game isn't just about graphics though. That's what I keep trying to get at. I did throw in some examples of graphics between systems, but the next gen consoles will also allow for more content in the game. As I mentioned in BF3, the PC gets 2 more objectives on most maps. They get more vehicles. In MAG, they were able to…
We've got Qantm in Melbourne as well, and it's a pity that I didn't see this thread earlier because the Qantm open day was today. I won't comment on any of the schools because I do some programming lectures at Qantm but I'd say your best bet is to go onto campuses of all the schools and just chat with the lecturers. You'll…
So I upped the map to 8K and that helped a little, I added a roughness map (pic included), and refined the facial hair more. What helped move me forward alot was playing with lighting (switching from point lights to area lights) and getting a better three point setup. I wanted to see how much more realism I could get…
Two important considerations to think about with an asset like this: 1. It's best to align UVs vertically or horizontally, instead of diagonally. This avoids jagged/blurry artifacts from antialiasing, and improves downsampling for LODs and MIPs. 2. For hardsurface assets, you'll get better results by not using baked normal…
Hey All, Been a long time since I've posted anything on here. Been doing a lot of that artistic soul searching. For a while now I've wanted to start doing stylized work, but made a ton of excuses as to why I couldn't. So finally I buckled down and am starting to build a new portfolio. Another thing I've been slacking on is…
Nice thread and good job pointing out the normal and lighting issues of canopies, that shit and trees in general get overlooked a lot. This is all from the perspective of doing pretty low-poly art(read, not 360/PS3), so keeping that in mind these are my thoughts. I've evaluated all sorts of tree generating tools and…
Finish another cartoon getting good results. I have over 200,000 views all together with all the channels I put my cartoons in the internet good things coming and God blessing. https://video.fc2.com/content/20250419YEcaDWhL
I recommend using ureal engine for you real time renders. It sucks having to setup your shaders again but its the best free real time render. Also you get the added benefit of learning UE and putting it in your tool box. Another option would be Iray renders in Substance painter (but thats not free)