Madruga Works, the creators of Planetbase and Dawn of Man, are looking for an experienced VFX Artist to create a wide range of visual effects for an upcoming title. Responsibilities: - Creation of real time particle systems and their textures for the different types of visual effects required for the game, from shots and…
Thanks for all the replys so far. Notman:glad you like the update, the sign says do not drink. To be honest i nicked the sign from from ref photos, but it was just to give me some ideas in the paint over for now. should replace with with a beware sharks or some thing :S Jackablade: working on the water as i'm typing this.…
Thank you so much MikeF and Ngw for your help! Yes im trying to implement everything that I can see is happening in the examples. I was able to achieve something in terms of baking. I will experiment more with the suggestions you recommended. Thank You! here is what I am working with right now. I was able to bake the the…
Really nice texture, dont miss out on a great light setup there, you can make this really nice photorealistic with that texture and model. Strongly against simplifying things such as lamps and tires. Totally don't get this taking polys away for the sake of taking polys away. If a good rendition of that shape demands those…
> Also my lag when orbiting seems to be back, no settings changed do you have those fucking blue circles everytime wacom lags? you might want to read this > I have a Cintiq and Intuos3 and if I load the latest Cintiq driver and I swap to the Intuos3 I experience lag using the tablet. Disappears if I load the latest Intuos3…
In terms of studying lighting, there are some good gnomon dvds or the eat 3d one on lighting and post process is pretty comprehensive and pertains to game work. after learning the basics behind lighting it really comes down to looking at images and trying to replicate that look a lot of the time. find examples of really…
i think more to a point. STUDIOS WONT BE ABLE TO SURVIVE WITHOUT ADOPTING TOOLS LIKE THESE. not all studios but alot for sure, traditional methods can achieve as good or better results but time costs too much and projects are scaling exponentially its smart to use tools like this but they are still at the point where you…
I think the main problem is that you are worrying too much about your polycount and quality right now. It is not hard to do optimized assets, which are bad looking, but creating great looking, well optimized assets is a real challenge. I would not try to do everything at the same time - create an awesome looking tree…
@myclay I installed the wrap 3 trial last night as I was Impressed with the vids. The experience, however, was far from impressive. First I tried wrapping a headscan of my own(1mill tris) to their default head basemesh. The sim ran so long that I had to leave it overnight and this morn it had crashed. So I went to a…
Baking + Texturing I baked the hair from Paint Effects strokes onto a mesh that has the hair strands' UV layout as topology (without subdivision). Results were actually usable but I'm going to try FiberMesh next time for performance and control reasons: I created cages but difficult areas, as the mouth and the epicanthic…