Alright, so here's my beef in a nutshell. Have a dynamic light casting dynamic shadows behind a brush wall, on a brush floor with a material that has a nice spec map on it. Do you see the problem? The spec is receiving the lighting info through the wall when it clearly should only be a shadow being cast. I cannot figure…
A level from Twisted Pixel's 'Splosion Man: (2009) [ame] http://www.youtube.com/watch?v=06Sz_HQIpt0[/ame] A level from Capcom Mobile's MaXplosion: (2011) [ame]http://www.youtube.com/watch?v=oOWlwo9dXh8[/ame] This is atrocious.
Responsibilities: * Create and maintain animations for real time game assets * Augment motion capture data to create dynamic animations that flow and improve the game play experience * Develop, maintain, and evolve the animation pipeline * Full Implementation of a character into a well-established pipeline * Work with…
3D Artist works within a team of artists to create 3D assets and Characters. 3D Artist is able to maintain and manage high levels of quality while working in a timely manner; has intermediate (or advanced) modeling, texturing experience in addition to knowledge of art processes and production pipeline.…
Welcome to my video about 3D Max Speed Modeling Sci-Fi Building / Tower for games, if you like my video click the like button and subscribe to watch my latest videos. https://www.youtube.com/watch?v=BAjXn3bzhqQ *how was my model? i will be very happy if you could give me some feedback so i can make better models ;)…
So, I've made a hollow sphere in 3DS Max and cannot get a good bake on the inside portion of the mesh. Here is the UV layout: Here is the resulting normal map from xNormal: I've made sure there are no overlapping/inverted polygons on the UV shells at all, and I still have no idea how to fix the artifacting issue.
I'm having this issue with the export in Substance Painter 2 when I export all the maps they're all 16kb black textures. If I change it from .png it .tga it makes them all 16mb black textures, same with every other file format.
Hi everybody, I'm a 3D prog & my friend is a 3d artist (student in art school). We're facing this problem: He doesn't know how exactly manage the uvs for this mesh... When we apply a texture we can see the seams along the right side of the walls. Our level is composed of 2 materials, one for the hallways (kind of pipes)…
Hi i have to make a spaceship for my school project and most of the animation will be inside of a cockpit.I have question about how to make a connection between spacehip body and cockpit or do i even have to?I simply wanted to learn whats the proper workflow for this.