It's also a good idea to look through the menus (especially the ones at the bottom of the 3D view in Edit mode) and see everything that's there. If you find something that you want to use in the menu and it's indicated there that there's a hotkey for it, CLOSE THE MENU and press the hotkey. (If there's no hotkey, you may…
Alright, that was fucking stressful but as usual, the issue was I made a mistake way earlier and now I was trying to do complex stuff to solve derivative errors from that mistake. It's kind of a lot to explain, but I'll try to do so simply so somebody else might avoid the same mistake: I rigged a human model, then after…
Thanks for the in depth information! That's a wonderful way to run the class. I can't stress how fond I am of the "What you put into it is what you get" when combined with knowledgeable instructors. However, I'm fluent in nearly every area of 3d Studio max, photoshop, and topogun, while I have a few projects in zbrush…
What you're really taking about is materials and textures rather than UVs. There's a number of reasons to have multiple materials and UV sets on a model. Some examples : 1.The character is made of modular pieces, for clothing customisation, npc/background character generation etc. 2.You need higher resolution textures for…
Here is what I have so far: LITE-ON 24X DVD Writer Black SATA Model iHAS424-98 LightScribe Support - $31.99 Rosewill Smart One ATX Mid Tower Computer Case - $49.99 (Purchased) Western Digital AV-GP WD10EVDS 1TB SATA 3.0Gb/s 3.5" Internal Hard Drive -Bare Drive - $89.99 Auria EQ2668 Black 25.54" 5ms HDMI Widescreen LCD…
You're almost there, you just need to focus down and really refine your portfolio. I would say do environments for now (you can become a character artist in the future once you're in the industry) I think you should 'flesh out' your 2 environments and made them substantial pieces of work. The ramen shop is crying to be…
then make it 2048, my point is don't waste performance on multiple textures! It also comes down to your skills as a texture artist- like sometimes its better to set a omni directional or just directional top light, so that all casted shadows on the track are turn symmetrical on the x/y axis. That way you can mirror or turn…
Hey, The modeling looks decent enough, but I would put a few more sub-divisions into those huge rings. Also, your composition seems to be a little over-done. Try to space out your assets so that they don't overwhelm the viewer's eye. Unfortunately, I think your biggest problem is with the textures and your modeling suffers…
I'm a concept artist and I do this all the time. Not only for environments, but also for props and weapons. For sure, it isn't a way to demonstrate untainted and pure tour-de-forces of your mighty drawing skills, but it does offer other benefits that drawings lack. Namely speed and clarity. It does speed things up hugely,…
Yes, I would 100% advocate planning these things out in advance.(especially your world texel density) This will just make your workflow so much more efficient. Also, building a modular library for your game makes it easier to populate your levels with props that are consistent to the world(but not so consistent as to be…