yeah i dont know much about the film pipeline, but i have been working with some character rigs for visual novel. At first I thought, fuck it there is no real restriction because of realtime renderer, I'll just go crazy with poly count and not worry. But when it comes to rigging and animation there is still good reason to…
There's always going to be some distortion. There's always going to be a slight variance in pixel density. You could turn all those circles into strips if you wanted. Then scale them to match densities. It's all about optimizing, not finding the perfect solution. The front face of your cylinder will always be distorted…
If you haven't checked it out yet there is a very handy script for carving up tiling meshes and converting them to texture atlases. http://www.scriptspot.com/3ds-max/scripts/texture-atlas-generator As for the problem with AO, the 2nd UV channel seems to be a logical way forward if you have a lot of unique shadow details.…
Thanks again for interesting links. That last video is one that made me focused on Houdini for some time again last year. Problem is that most of those example show things that is basically easier to do elsewhere. For example I use Terragen. It's also node based but still have a bunch of quick tools, that can do all the…
Hey there Elod, great job on these assets they look fantastic! The shield is looking great and i do agree about a gloss map and a little more push on the specularity. Adding a little noise or grunge in the spec that doesn't exist in the diffuse may help it as well. As for Jeffs UV suggestion, he's right but it just takes…
These phenomena are all forms of iridescence, and they are similar to Newton's rings. The oil slick is typically known as a "thin film" effect. Light partly reflects from the surface, and partly passes through the thin film, then reflects from the layer underneath. Different colors arise when the film thickness is an even…
In max I would use spline text, then sweep a profile shape over the spline to create the indent. Or convert the text to poly and bevel/extrude it. I would be shocked if you can't do this in Maya. The trick is adding the lip that is perpendicular to the surface, and sloping + bevel the sides so they are captured by the…
Hey Vig for a nice example you might grab Harl's Worldsoldiers skinpack for QIII. I remember he actually painted multiple instances of head textures and blended/animated them with a shader. I think the avatars he did for the selection screen also had animation support, freaky Eric, yes I went for a painted-on specular for…
For the "how big your object should be" question it's easy, just make a simple box height 180cm (average normal people height) as a scale reference, then just scale up/ down depending your need based on that scale reference object. For the map size 512x512 is consider huge for object that size, you might want to reduce it…
think of it this way: Would you prefer to be the "leased dressed" person there? As a recruiter I would suggest this: -Be yourself but do be careful about somethings - Shave/Hair kept - Clean clothes - no hangover face - Shower!!! (too many candidates smell bad) Belive it or not I have seen people come to interviews that…