to be fair, the two in the middle originally are already heavy local dialect/slang you might be better off without those two in your life ;)i mean worth a try maybe, but certainly some really really specialty cheese stuff. regardless happy new year!
As Rollin mentioned, can be boiled down to just pure dumb luck i.e. right place - right time and/or something hadn't 'clicked' for whomever eyeballed your stuff etc... Plus I might also add, a few of your materials are not reading well eg: parts of the bow wood texture have a wax like appearance, chest vials don't seem to…
* A DSLR is a must A DSLR isn't a bad choice, but a mirrorless camera is probably better, it will be smaller/easier to travel with and won't have a flipping mirror that can cause shutter shock. * Full frame sensor APS-C or even M43 will be good enough for the vast majority of cases but of course FF is good too. I wouldn't…
Hi guys, which of the two do you give more emphasis when designing? Which approach do you use i.e. have something that's practical then 'garnish' it, or build it from the word go just too look cool? Or is the illusion of practicality enough? For instance, though it may look cool, it's hard to imagine anything more…
Working on sculpting a giant cliff and wondering what the typical workflow for something this large is? what I plan on doing is sculpting out a high poly in Zbrush, decimating to get a low poly version, then baking in Substance Painter to get my normal maps. Then using a tiling texture in UE4 in conjunction with the baked…
Hello guys i have two Question about texturing models but cg models . ok , when you have a hard surface model like a gun with alot of details . how are you going to texture it ? i don't think that i can unwrap it ? maybe ? because it have a lot of polys and hard to unwrap it .. wath the solution .? my question number 2 is…
Hi there, figured I should finally do one of these instead of hiding everything I do. Feedback and discussion is welcome and wanted, that's one of the reasons why I'm making this sketchbook. I've been in gamedev stuff for quite a while, from modding to some actual companies and freelance in my past too, but for two years…
This might be a stupid question, but I have a fairly large object that I want to keep at 8 px/unit but there wouldn't be a way to fit that in the 0-1 space of a 2048 map, even if I change just one of the shells to that range it doesn't fit the 0-1 area. So do I split the UV's into two maps? Not too sure what my options…
You've collated an informative 'template' there, CV/Resume layout coupled with the proviso of submitting a cover letter is pretty much standard these days, regardless of profession. Although for those with a long varied career spread across diverse industries, having too tailor and/or 'squeeze' their acquired expertise…
I assume, "...modeling for film/game" is char biased? (characters) If so, Scott Eaton's "Anatomy for Artists" workshop, imho would be advisable to also think about, due to the highly competitive nature the discipline encapsulates these days for those seeking entry and the two tiered tuition stream is fairly reasonably…