The Job: Are you interested in revolutionizing virtual communication? Do you want to work with a cross-discipline team — made up of video game vets (ex CD Projekt Red), web stack vets, designers, 3D artists, and event producers — to help solve sophisticated technical challenges? The need for meaningful virtual…
There's a TON of unique steps that each of us takes to finish a piece, but in the end, there's one universal and final step we all take - Screenshots. However you reach the end, your work can be pushed farther or made worse by how you decide to showcase it. Unfortunately, there's never really been a good resource on how to…
At the request of a Steam friend I have started working on my first v weapon model of a M1911 colt pistol. Big part in thanks to 3DLees great thread (http://www.polycount.com/forum/showthread.php?t=122581) I have come up with a peliminary mesh I am pretty happy with but I would like to clarify a couple of points and maybe…
In general its good to place UV seams and smoothing breaks in the same place, but you shouldn't have to do that to get things to bake right. The normal map overrides whatever the low poly normals actually are. So something is broken in the process if you have to break smoothing at UV seams to get the normal map to bake…
if the anggel is less than 45 degrees then it should be fine with one smoothing group (soft edge) and no break in the UV shell. If you have to have a break in the shell you will get aseem but if you do it properly the seem should be very minimal. Its hard to say what your issue is though without any pictures.
I really like result! Summer shots especially catch the eye. But in the break down on your web site I've found winter version of the spruce not as cool as summer. I mean snow on branches look weird, maybe break those smooth outlines and make them more irregular, noisy? Anyway great work :)
Yup, it's only to break the normals along an edge. I'm not trying to beat anyone over the head with it, just curious if my assumptions are totally off. Best way to see what SGs are doing is to add an Edit Normals modifier, since that's all the SGs are really doing, breaking or sharing normals, as far as I can see.
I think your textures are good but your environment's geometry is very basic shape. I see alot of square shapes and perfect lines. Dont be afraid to use more polys to break up all of the straight lines. Just adding a little more detail to the mesh will help you break up the tileing as well.
[ QUOTE ] I'll get used to this program eventually. Either that or have a complete nervous break down. [/ QUOTE ] Or both The keybinding might be a good idea... the one other thing you could do (might be too much of a pain though) is to rotate the object rather than the camera. Maybe that would be painful enough to break…
Barajoun
Entertainment prides itself as Dubai's premier animation facility having
released its debut animated feature film, "Bilal: A New Breed of Hero” We
are now working on “Mirlo & The Magical Opus” and animated series and short
films, developing concepts for new content for the world. We are looking to
hire a Senior…