complex shaders generally do the job of calculating how the objects surface interacts with the shots lights. you still need textures to describe the surfaces. (I have no film experience but I've done rendering for TV using mentalray)
do you mean one that also does good obj export/import to resolver hard surface normal baking ? because right now i can only bake good hard surface normals inside maya.
Preferably for me, the left hand side geometry for high res hard surface detaling, once a validated blockout example is confirmed. Then it's bevel edge workflow in order too extract relevant surface data for projection onto a proxy.
Oh i see whats happening. There is a lot of surface variation in those rocks' normal texture. So i expected some of those surfaces to cast shadows... silly me :). Maybe use some strong AO to mitigate that.
It depends on the tilt of the pen I think. If you hold the pen straight up and down, perpendicular to the surface the mouse cursor will stay in the same place as it approaches the surface. FWIW I don't think this was much different on my Intuos.
You really need to cut it up into flat quads (or triangles) to guide the surface into a shape you want. A giant n-gon won't be able to read your mind when it comes to creating a contiguous non-flat surface.
please add Oscar perez ayala's Ultimate Cop - Character Design and Modeling & Hard Surface to the list.....20 hours worth hard surface tutorial with english subtitles (spanish audio) for just $5 https://gumroad.com/oscarperezart
CAD is very interesting. Clean booleans, every time, and mathematically perfect surfaces. For some operations, it can't be beat. But it's hard to swap between polygons and CAD surfaces so you have to pick up front ... choose wisely. :)
Hi! I'm currently looking for a chance to work on a videogame studio, I've been learning hard surface and prop art for almost 2 years. Here's my portfolio https://www.artstation.com/mariogreci If you want to contact me, you can send a message to mariogrecicortes@gmail.com Thank you!
Osso VR a is hiring for open Organic, Hard Surface, and Tech Artist positions. Applicants should have a portfolio demonstrating photoreal and real-time engine experience. The studio is a fully remote company that creates VR training simulators for doctors and procedures. https://boards.greenhouse.io/ossovr