the general modelling and topology process between game and film isn't radically different. One influences the asset is the pipeline and final output. Both will require clean geometry and good even topology, and both will also use things like LODs. Games however, even on high end engines, will require a tighter budget to…
This is actually a very viable question Beddall. And the answer is definitely something that I believe needs to be heard a bit more. About 6 months ago we had a few people from Epic drop by our studio to tell us about UE4 and their position on material layering was pretty strong: "don't use it unless you absolutely have…
there's one historical reason and one physical reason to use colored specular. On one hand using the inverse of the diffuse color is an acceptable way to combat gamma incorrect shader pipelines. But that reason sucks and i'll have none of it. The other, "proper" as you call it, way of using colored specular maps relates to…
* Keep the 2D stuff (ESPECIALLY SKETCHES) to your blog, if it's not good enough to get you a straight concept position, all it does is bring your portfolio down a notch. * Your landing page should be your portfolio, the "home" page is redundant. * I pretty firmly believe the order of things shown should be -3D modelling…
I've been using Blender for the most of the time while in school. I used to hate it when it was still in the "old" 2.49 UI version. Now it's my main tool. Im learning max now because it helps knowing it for getting into game industry. Im not saying max ain't good, but it feels like a slow behemoth for me now when coming…
Did I start that? My bad, cause what poop said is totally true. I was just joking when I said he was mad. Now he's gonna post about how triggers and visible percent is child's play compared to animation or even just rigging in prep for anim. I joke again poop lol xD Yea man, rigging up characters can become really…
I'm going to divide this into two categories, since you took time to sit down and concept the character out. ==Concept== I'm finding the design busy, and this speaks to the final 3D model as well. The only thing about the silhouette of this character that speaks cowboy is the hat. But it feels out of place as the rest of…
Heya Alec, just ran two tests. 1 - Best case scenario Using a lowpoly and its corresponding highpoly (both .OBJ) things seemed to go as expected workflow wise. The AO bake in particular was pleasantly fast. However I am noticing a few problems, some of which might be related to the fact that the models are very small in…
Ive used Unity, SO I can help you. Put all yo ur animations in one folder called TrollANimations The Name one of the FBX files "Troll.Fbx" inside that folder. From then on use this naming. Troll1@Troll.FBX naming conventions. So your Troll folder would look like Troll.Fbx Troll1@Troll.FBX Troll2@Troll.FBX Troll3@Troll.FBX…
Overall I'd say it's solid work, but not astounding. First off, I'd ditch the blog format and code your own super simple site - it's really not that hard. Small thumbs in a huge vertical column is a bit daunting. Perhaps break assets out into pages? Like put all of your Red Dead stuff on one page, etc? Something to think…