My workflow for getting a blockout / low poly blockout from maya to UDK is to: - Import the whole blockout (remove trims if needed) into UDK. - Reimport one by one in chunks, modulating what needs to be in chunks, tracing it over the original shell blockout. - After that is done, delete the shell blockout, and now you have…
The work is pretty lumpy. None of the character work is very compelling or attractive. Both props and characters need a good foundation which you can get through practice. You can speed up progress by taking a character creation course and there are many good ones to choose from. Keep having fun!
Important Note: This is an alternative version of this freelance request, phrased very differently. Our goal is the same, but we realized it might be easier to make new models from scratch than to decimate, retopo, and re-rig existing models. Only one of these two jobs will be funded. Brief Description I would like to…
If its cool with everyone, I thought once-in-a-while I'd post discussion topics about videogames that are somewhat unrelated to game art. The first one will be about role-playing in videogames. When you guys play games that have a setting that lends itself to this idea do you ever take the time to role play in the game? Do…
I had a quick look and it doesn't seem to be doing anything too weird - it is complicated but most of the complexity comes from there being a lot of input maps and parameters rather than it doing anything magical. without spending ages looking at it I think what happens is... They generate a texture (data texture) with a…
For those who are interested, here is a description of my current setup. First I take my normal map into Photoshop and create two versions of it. To one I apply a Gaussian blur (8 pixels wide in my case), to the other I apply a high-pass filter (same diameter as before). This splits the normal maps into two parts, the…
so im just assuming you originally wanted to render out a video of the camera just rotating around that table you posted with a that fish eyed lens effect? I would use whats was mention before with the really wide fov along with the distorting material in your post process chain. If you actually wanted to "render" out a…
First progress-update from my side of things for the third concept: Most of the body is done (head, hoofs and horns are still missing) As this is my first character that I´ve ever modeled, I would like to get some feedback if possible. I know there are some issues with the model, but I hoped that the fur would cover it up…
Well ... it's a bit of an ironic situation to be in isn't it. Chicken and egg kind of thing. If you know that your art style/modeling style doesn't lead itself to regular UVs, then either change this style accordingly ; or, develop an overall visual style that doesn't rely on UVs altogether. It'd understand that one would…