There are a few ways to get to a sculpt. When you know what you want to create, building a basemesh for that usually is the cleaner and more effective approach. This could also cut down your needed time for the retopo as you already have a base. But yeah if you wanna dynamesh things for instance, you could build thay ear…
Hey man, its getting better! One thing you need to really focus on is smoothing out the planes of the face more, and paying close attention to the silhouette of her face and the basic forms. Check the shadows and light on your sculpt and try and compare it to your reference. For example, the first thing that jumped out at…
You could write pages and pages of information on P4 folder structures and naming conventions. Naming conventions on environment modular pieces can get pretty complicated. Moreso than simple props. Props classification is another. a prop isn't just a prop, there are static, dynamic, intractable, hero... ect. all this the…
in the past ive used morphs a lot for this sort of thing - crowds, character creators etc. where it gets hard is if you're trying to represent real people at a high level of fidelity we used wrap4d for several hundred scanned heads on a recent project which basically solved that problem - zwrap does basically the same…
3D Painting with Ben Mathis: Next-Gen Artisan and Pipeline Specialist Ben Mathis is a veteran in the gaming industry, contributing to over ten popular video game titles including GUN, Elder Scrolls IV: Oblivion, and Tony Hawk Project 8. Mathis will show how to create custom 3D textures - from reference material to…
any job that is going to be destroyed by AI in the future will have a long enough window of time for those people to see it coming and adapt. Those that refuse to will simply get steamrolled in the process. this happened when normal maps and highpoly workflows became more common in the ps3 era, especially in vancouver, a…
Hey guys, I wanted to create an open discussion about the state of the workshop, where it is and what direction it's possibly heading. I'd like to hear the community's stance on it, things people would like to see, etc. I'll start off to spur some discussion. Workshop Format The first thing I'd like to talk about is the…
Hey all you TA/Ds and Riggers, what's the specs on current Gen engine's rigging capabilities? Things like UE3; Doom3; etc? Specifically: limit to # of Bones total? # of bones each vertex may be attached to? or phrased differently, blending weights allowed? I'm asking because from what I've been able to observe, games like…
I've got no idea how to get a job as a designer (even after all these years I still don't really know what they actually do) I do know that in a medium to small sized studio the environment artists often get a lot of input into design. If you have varied interests aiming for a smaller studio is probably a good bet since…