Hey guys! New Polygon poster and member. Been doing the modeling and texturing thing for a few years now but it's only recently that I've been trying to step up my game with, well, game knowledge, and normal mapping seemed like a logical thing to be working on. I have the basic workflow down, and have even seen success…
THANKS!!! @Deegnoot "Note : Setting a bitmap node to "relative to parent" and cooking the substance (exporting it as an sbsar) will save the bitmap at a resolution of 256x256 instead of its original size. It is advised instead to keep the bitmap node in "absolute" and use a transform2D node just after with a "relative to…
Hi! I think it's a cool location :+1: I recommend taking a step back from 3d and break the reference down, identifying what's important/ location-defining. Including such preparation steps in your thread (and portfolio), you can communicate your thought-proccess to the viewer. Had a quick go at it: I think this doesn't…
If you're going for environment art, I'd suggest cutting the bottom half of your folio out. None of those categories would help land you a job and it's not your strongest work (though I do like that board game!). The thumbnails are a decent size and the fullsize images aren't too small. I think your wireframe presentation…
damn Zpanzer beat me too it :D nice one! as for comparision pics I can't make pics at the moment, because I am visiting my parents and I am on my mums linux netbook, with a super tiny screen :) but just look at this pic and compare it to the model at 0:13 seconds into the vid in my initial post. same applies for a lot of…
@Deadly Nightshade, As a 3D game artist who uses both Max and Maya for development, I can admit that each application has its advantages and disadvantages. I find 3ds Max to be more intuitive and clean-cut than Maya, with its organized UI and uncomplicated modifier stack. I almost always have the modifier stack fully…
Well, got the art test done and sent off. Thanks for all the help so far. The whole render to texture thing is very impressive, but really needs to be made a bit friendlier IMO. So many options are buried in seperate windows, and the whole thing is packed with jargon. The feedback from the little render window is great…
1) You don't need to learn to program, but you will handicap your skill at the higher levels if you never understand how they work. Most of how they work can be garnered form some of the great tutorials and explanations kicking around this site. If you want to get deep then my first suggestion for you is learning about how…
Yeah SCSI is definitely where it's at as far as reliability. Most SCSI drives have a 5-year warranty but they will normally last much longer than that. Fibrechannel is a great bus for large arrays but it just comes down to how fast the seek times and sustained transfers are. A single drive is a good $300-$800 so that's…
I have two identical models where only the UVs differ, and I need to transfer textures from one model to the other one. Baking most of the required map types works fine (metalness, roughness, normals look as expected after baking), but transfer of the albedo map doesn't work. Toolbag creates a strange black map where you…