i'm building myself a new rig that will double between gaming and music studio, also the ocasional art. trying to keep it on the line of old enough to not be crazy expensive, new enough to still play whatever i want. heres what i'm thinking so far, GIGABYTE GA-P67A-UD5-B3 LGA 1155 mother board (the T.I. firewire chipset is…
Note: This is for UE4 and I need the holes to be real - I can't fake them with a simple texture. I've run out of ideas other than brute forcing which sounds exhausting for what seems to be such an easy thing to do. Options I've tried: MeshFusion (that's what the array of cylinders is there for): It made everything super…
Hello Polycount! I've come to realize that my documentation for any of my 3d work is lacking to say the least, so I'm starting this smaller project to try and get better at noting down every step of the way. If anyone has any feedback and/or critique on how I present my process, please let me know! :) Introduction I've…
Not sure at this time, as I have to wait on my housemates partner to make a decision. I'm throwing this out there though in case that fails. or the owners wont allow a month to month. I have not gotten to live with anyone anywhere near the same interests as me since I began this track. It would be a nice change to have…
I've been in the game/art industry for over a decade. I'm posting here to seek out oppotunities because I wanna some fresh air and look for interesting projects to work with. I'm a bit sick and tired of today's mobile games which populate in my area and city. I find hard to find something interesting or meaningful to work…
The reason for losing motivation is because the idea wasnt well flushed out. If you would have thought about it more you would have realised that the idea is meh. Its just not that interesting. So you either add more to the idea or change it completely. Thats my opinion about the concept. The scene suffers from some issues…
Thanks! Here is how the materials and post processing work in this project. As I said before I'm only using base color for the assets, the ground and wall textures are tiling and use a height map for the bump offset to add more depth: https://youtu.be/-CXPc3SlE1I You can see that there is some distortion, but it's not…
Dead Space Pod Bay Here's a dirty test render of a project I'm working on for school: This is based on a concept from Dead Space (1st game), a pod bay which appears before the captain's cabin in the bridge area. Rendered in Vray. Trying to get the mood/lighting, hiding all the models and textures well enough while still…
I'd modify that a bit. Learn whichever your more comfortable with and use that day in and day out. Then, learn the others just enough if you had to switch it wouldn't be a huge blow. Then, go back to your program of choice and have fun. Probably pop into the others every once in a while to stay current. Checking out the…
12,000 tri's is a lot. It looks like you are at what 4-5 thousand currently? I would say that there are a lot of proportional issues currently. The eyes appear too big. The bridge of the nose too narrow. and the overall cranial mass is extremely small. If you took away the hair and made that area skull, it still would be…