Here's another great vid. I base my workflow for mouth/lips on this method: [ame=" https://www.youtube.com/watch?v=tbxdws5fr-w"]Rick Casali - Sculpting the Mouth - YouTube[/ame] Regarding brushes; it does take time to learn how the brushes work and how to use them. That in itself is a skill developed over time. Don't be…
Sure, I get the concept. I think initially I didn't entirely understand what you were saying. I'm gonna do some tests and see if I can sort of simplify the idea and translate it to maya/xnormal as well. How do you generally explode your low? In max its really easy just to keyframe by element, you dont need to split your…
If Modo would improve it's: 1) Smoothing group support 2) Baking tools (add a cage, etc) It would be an awesome solution for game artists. It still IS a great option but I find I have to combine it with other tools to get work done efficiently. I usually move my pieces into Max to finish off the smoothing and bake out…
Yeah I have not seen many character art positions available, they seem incredibly rare and a "junior" character artist role seems almost mythical these days. I think as a beginner in the games industry any experience is good, so junior anything( artist of any kind, interface designer, QA etc etc) would be excellent…
Don't wanna hi-jack your thread Lee so I apologize if I'm stepping out of line here. @Amaury The answer is most probably masks. You control where things happen in substance (and really in PBR texturing as a whole) through masks. Now how you actually go about generating said masks is another matter entirely; there's effect…
your specifications are definitely not "industry standard". Industry standard is very varied but the limitations you have been given are at the low end of the scale (very much mobile orientated). Current gen stuff would usually consist of physically-based textures - Base Colour/Albedo, Specular or Metalness,…
Teaching game art is definitely a potential direction I would want to go into after a good run in the industry. But talking outside of game art wise, I've always admired film makeup/prosthetics art; turning people into monsters, orcs, demons etc or even just gnarly zombie wounds, its all still sculpting n painting. LOTR…
WIP 13 So i complete so little base master material in UE4, i think i need add later some dirt, sand and etc, but not now. Also i add some light and in future i really need perfect setup my light and bake for really nice FPS optimization. So in future i need finish my spaceship and add some meshes like doors, maybe lift…
I'm a hardsurface artist but I've been practicing/learning anatomy on the side. It's not actually that hard. When people speak of anatomy, they're referring to modeling characters that are grounded in reality. And even compared to Hardsurface modeling, I feel like the principles that guide Character modeling are…
It started with an idea with something bigger than the kiosk itself but that would take too much time so i started to focus only on the kiosk. I changed the idea a few times and now im a little bit lost. I'm trying to fill the room with stuff you would find in a kiosk (food, crates, supplies etc.) But only doing that, i'm…