(28/30) Did a quick sculpt (1.5 hrs). Didn't go so well huh. Disgusted look wasn't intentional, guess I will need to study expressions a bit as well, slightest of the changes make huge differences that i an usually unaware of until i look at the face as a whole.
Oh yeah, 28 is waaaay too late. I'd start thinking about retirement if I were you, rather than worrying about getting into the industry :P I started around the same age, don't worry about it - just get your head down and work :D
Update (12/28/2012) We have found a character artist. We are still looking for a programmer. If you are a character artist or a background artist and are interested by our project, you can still send us a message, as we are always interested in welcoming new talented people in our team.
You don't need to harden all the normals, just on the harsh angles. Like how you would do at a simple "hard edged" mesh. But the two links that you got will be useful. Plus here is a new one :D http://wiki.polycount.com/NormalMap?highlight=%28%5CbCategoryTexturing%5Cb%29
December 28 Moar metal! I forgot to add small dents and spots across the larger surfaces. Maybe next time. Caster progress. It's finally ready for texturing. Below is a shot of AO with flat shading. Normal map shows up alright as well, all sharp edges considered.
Here's me demonstrating the same thing happening in Maya https://www.dropbox.com/s/niv2geptee4jfso/2017-08-24_21-35-28.mp4?dl=0 Forgive me trying to dock the UV toolkit panel, seems to be a bug. Transformations -> Components are a hierarchical thing that exist in most 3D software.
i had something about this put in the wiki along with the not casting shadows option http://wiki.polycount.com/AmbientOcclusionMap?highlight=%28\bCategoryTexturing\b%29 so i just tested out that cast shadows option.. it didnt really do anything for ambient occlusion.. both mental ray and scanline
I managed to make all the changes I wanted but I still have a piece of code to correct. Currently if you select a bone in the viewport, the popup Skintools don't follow. You have to select the bone in Skintool's list to change the weight of a vertex. I'm looking since yesterday, but I feel that it's beyond my capacity with…
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they should be pretty close but don't have to be perfectly fit together. The one you really worry about, is making sure the meshes fit inside the cage mesh. lots of good info about the entire normal process including cages here: http://wiki.polycount.com/NormalMap?highlight=%28\bCategoryTexturing\b%29