Hi there im making a list of essentials i will not be able to find in Europe for one reason or another and i was wondering who has lived in Europe and the states can offer some ideas on anything i might have missed or is too expensive over there. Here is what i have come up with Bottle of Jack Daniels (1) liter for cold…
Hello Polycounters! I've made a promise to myself at the beginning of this year. I said that I will do at least 1 pinup sculpt per week. Its a personal goal of mine to specialize in female characters because personally for me, they are a lot more challenging than a male character. As well as to build up a part of my…
I'm trying to transfer sculpting detail between two models that share the same base mesh by extracting a vector displacement map from Model #1 and then using "Sculpt Using Map" to displace Model #2 to match Model #1. The problem I'm encountering is that the displacement of Model #2 is less than that of Model #1. I played…
“How much will this 3D art cost?” That question always coming up from clients, producers, and even internally on our own projects. So we built an internal calculator to estimate production time and cost for different asset types and quality levels. We originally made it for ourselves only, but figured that other indie…
TL;DR: I want to model a quality environment for my portfolio. There is a specific job I have a sort of a goal (I know it's unlikely I ever will get it's something to aim at). Should I recreate an environment from their game? take high-quality concept art for an unfinished environment for that game and make a finished…
Probably you should consider each channel independently and not as a merged integer value. The normal maps are not really a "color" map, so you neither can apply a eye-luminance sensibility weighting. The human eye is more sensible to the green channel as you can see in this image: If I remember well the 3dfx Voodoo used…
if your into star wars, and are tired of the old jk games, read on. if your not, then your best averting your eyes for now :P a little about myself: im a semi-pro character modeler, im not a great texture artist. i specialise mainly in humanoid low-resolution models, but have some experiance in high poly which im hoping to…
Hello ! No problem. Models from high profile games from this era (PS3/360) are IMHO excellent examples of what can be done with a reasonnable budget. Not only in terms of raw numbers (tris # and texture sizes) but also because they're good reality checks on what matters and where to cleverly cut corners, in turn giving you…
Please see below for the position description and here for screenshots and misc art. == About The Game == Best described as a single player, rogue lite/adventure in a humorous sci-fi setting. Play through the eyes of a spiffy space adventurer captain as he roams the galaxy with his AI companion, meeting friend and foe…
SP doesn't accept non-square textures so I don't know if you can use 2:1 UV's. You can change the aspect ratio in the unwrap editor in Max but you really don't have to. Just unwrap as normal, but across 2 adjacent UV tiles(vertical or horiz from/and including 0-1, whichever you prefer) When finished uniformly scale to half…