+1 for Git. In my last job it was a pain each time we had to onboard a new colleague. He had to learn how branches work, when to pull, how to use Sourcetree etc... Eventually we got rid of Git in the art pipeline. Programmers still use it. But this inspired me to develop a Unity plugin to simplify using Git. There is only…
If I import in Unity (urp metal workflow) from my modeling app a fbx character assembled by several meshes (seven), each with its own uv/material/texture, the engine sees the uvs/material/texture of the first mesh which began the ensemble (say the body), and assigns correctly on it its own material and texture: the other…
One thing I must say is, I can see you experimented a lot in the initial image with materials all over the place. cant wait to see what you do next with what you learned!
Here is an initial test render of the posed Cthulhu in Max. Just experimenting with lighting and materials. Still need to do the eyes and a bunch of other tweaks, but it's getting there. I'm also sculpting up the base for him to stand on too.
8GB of ram is fine but get 12GB if you think you need it. I would have stuck with 8GB but my mobo is triple channel so it was the only option after my PC initially had 6GB
Haha, I initially thought this was going to be dioramas of us for aliens to look at. Like Ken sitting at his desk, or Dolores mopping the kitchen floor. Nice work though, this idea is even cooler than I imagined!
Initial rough blockout before I bump up the dynamesh resolution, adding/refining detlail and start splitting pieces. 1500 move replay linked below for the curios and bored. https://www.youtube.com/watch?v=A7qapB6po4w
Its so strange that if I export the file as OBJ again after editing smoothing groups the UVs are actually in place, but I won't be able to edit them in Max after I have initially touched them.
Are you sure that the starting position of the model is correct? I do not do animation in 3D but when working on the timeline in PS for 2D, it happens that I accidentally move the initial frame. This is probably just vaguely relevant though.
"It depends". :) There's no real answer here, it depends entirely on the game aesthetic and the established pipelines. More companies are exploring Substance these days but I know a lot of artists who still hand assemble in Photoshop after initial bakes.