Thanks Kenny! And thank you to everyone else for the kind words. I am unbelievably excited to start soon! It still seems totally surreal to be working for the company that inspired me so much as a kid (up to this day!) Also, equally exciting is to be working such an elite team of heros! I cant wait to meet the rest of the…
They have a new PBR shader but it takes like 5 minutes to set it up every time you create a new scene. Just too much setup time. Which is okay when you're about to settle in to painting a hero asset for the next 4 weeks as you might do in film. But for a lot of assets in games it's just too time consuming.
Yea, what Dante's Inferno needed was a really classy advertising campaign to show off their muscle bound silent hero who kills phallic and vaginal demons in order to get some pussy. Fuck I hate the people who make those extra credit escapist videos. They sound so douchey! Guess what, not all advertising is targeted to game…
This is why I want to be 3D modeler. You guys are my Heroes :D Can't wait to see more but until then I'll be playing DS2 :D Oh i just remembered, Bobo how long before you start updating you website? And is there any chance that you could do more livestream sessions :D Last time was extremely helpful.
Really nice promo pick on that sven sword! But if you plan to make items such as that weapon for both enchantress or phantom lancer, try not to do that. They aren't related in any way in the lore. You probably should have either decided on which hero you want to make it for or just make them different styles. Looking…
So if you are very pressed for time and since "It will be seen from long range", you can use Blended Box Mapping to basically planar project textures onto the model. Then create a good set of UVs, and render the Blended Box Map to a texture. https://youtu.be/s6opNuqSC5I But if there's a chance it can become a hero asset…
I think the metal is too shiny considering it has a lot of dirt and damage. As for the design, i think the mesh is too noisy with very small details. I'm not into stylized models but i always see they have very simple shapes but are very appealing with a good color palette. Check at this image from the new Disney movie…
This is really great insight into what environment artists do on a company by company basis. I know Naughty Dog used polypainting within ZBrush for their hero characters, but I'm blown away if everything was truly hand painted. I know you could justify the look, but wouldn't that just take forever..even if your crew had…
yeah it can go from 7-10 head counts (maybe lower for shorter people).... 7 being average 10 being stylized hero type also consider the width of the head compared to the body as it has a great impact on how big a head looks compared to the body. these have the same height of body parts but different widths size matters : )
I believe it was the warcraft 2 map editor. Had to make me a critter island. Then it was Heroes of might and magic 3. I love map editors. I made the biggest map in homm3. A large above ground and below ground 8 player map. Took like 9 months after school. Wish I still had the finished version :(