Butt-Sahib - Because of several reasons. In short: -because the challenge was based on this model -lowpoly people get more detail in their models, with the same budget. -highpoly people learn to prioritize and conserve polygons (this is a skill that some schools forget about) -everyone gets to push themselves a bit more,…
Hey @Scotty_Did_Does There are a few ways you can handle this but I will explain the ways I know. Firstly will this be intended for game engine use? If so the easiest solution in general is to have a "Weapon" bone on your actual characters rig, located at 0,0,0. Since this gun looks very simplistic a weapon rig won't be…
Sorry Perna, not a very good writer :( With radiance's latest post I think I have a concise breakdown now. @radiancef0rge That's what I'm saying. In the original implementation the metalness workflow is a 2 or more BRDF layered material setup. It lerps between a metal BRDF and a dielectric BRDF artists define, after both…
Get a real portfolio site, the advertisements and all the other random stuff is annoying. There currently isn't even a easily downloadable cv (and looking at my site, yes people do download those things) or link to linkedin. There are a lot of resources here on polycount (from making a site to what webhosting to pick) in…
Ninja Dojo has been updated to 4.7 on the Ninja Dojo Page and Creative Crash 4.7 updates Ninja Dojo 4.7 1. updated button icons for Ninja Mesh 2. updated button icons for Ninja UV 3. Bonus Scripts are now 3 columns instead of 2 an no longer have the Ninja_ prefix in the name. 4. fixed a bug with Exit Ninja Dojo that would…
Looks great, very cool looking selective that demonstrates both imagination and technical ability. I'd dump the characters, it's not what your resume is aiming for and it muddies your specific worth... which is, I would think, your ability to create and use environment assets to make great next gen worlds. Your most…
Hey there, Just some thoughts about this from what I've seen and what you've said. First of all, great job. It already is very nice, what you have here. If you keep going with this and polish some things up, I'm sure some peeps might be interested in it! Now to business. You say you wanna keep this game / the props…
I think you people are trying to read too much into something that doesn't exist with too many variables. I have yet to see someone mention for example shadow issues pending on the card type and drivers you might be using with a specific engine (shadows in real-time don't work in Autodesk products on AMD 8xxx series cards…
Well the problem is thats not really how you tile textures at all. Sure you "can" do that but for things tiling textures in the 0 to 1 is not something you do at all. Then again it depends on what type of texture blending you use be it vertex or blend maps. The reason for this is each asset requires a different tiling rate…
there is a lot of ways 3D scanning is useful for Artists and designers of all sorts. i think the uses can be summed up in a few broad catagorys: 1:1 Asset Replication - as others pointed out a lot of studios are utilizing 3d scans to get real world assets into their pipeline from the likenesses of actors and models for…