Yeh this can happen. Go on the internet look at work and get some more references and start over yet again. I bet you can get it right in 3 tries. Try to look early at your work and see if you are on the right track. yes? save. no? start over. or start over from last good save and evaluate if you have been on the right…
Thanks everyone. @ AgreeingMachine : Thanks, hahah seems like my process is ... whatever works :D . I started with a individual ZSphere chains for the torso, Arms and hands, and the legs and feet. Merged the torso, arms and hands and Dynameshed ....but then used a default ZBrush mannequin to get a quick base pose. I then…
if it plays well and doesn't feel too "samey" the only ones who'll notice the lack of pbr will be other game artists ;) it's quite the challenge he's taken on... I guess the promotion is to aid funding with a view to getting some help.
One of the things to keep in mind with a lot of those Skyrim screens is that third-party post-processing is usually involved via injectors such as ENB. Things I might try - - Turn your Roughness down from .8, give it a little more smoothness. - Put in a proper normal map, right now there's nothing but the geo for the…
I'm having a couple of issues with the Stooge exporter for Maya 2013 x64: 1) Does the exporter not recognize the current selection? I have a scene with all of various geo organized (high poly, exploded geo for bakes, etc.) and when I select just the low poly meshes I want to export, Maya crashes. Looking at the Output…
Agreed. Unless you know what you're doing(anatomy-wise) and are completely comfortable controlling the brushes, you should avoid jumping up the levels before you have the basic bony landmarks/proportions/forms/silhouette established; as this inevitably ends up with classic beginner result of mushy, lumpy forms. You should…
alright, bringing this thread back on track. This looks great Adam, you guys at Ubi should be super proud of what your putting out art wise. I was hoping to get your opinion of the amount of work necessary to get to this level of fidelity. Would you say it's an extreme jump from last gens pipelines? There's been a lot of…
Hi again! I finished the mesh for the body. Still high on unnecessary faces, so it still needs optimizations. Im looking to make the body about 3000 verts..Im getting really excited as i get close to finalizing the body and moving on into making the clothes and armor. I really want the body to be able to show itself and…
Still a lot of placeholders and missing textures. Assets intentionally have higher polygon counts and textures for a closed environment for targeting next gen consoles. I will fix the scale/proportion. Also, ignore the FPS thingy. When taking screenshots, it tends to jump up and down a lot (it actually runs at 100fps).
"Only solution remain is that everyone could release a lite versions of their software, which our pc could handle easily and don't die within a year." Unfortunately that won't ever happen as software doesn't get slower directly because of the number of features - it gets slower and more bloated because of the codebase…