Last week I had to complete all the low and high poly modelling for our week 8 deadline the following are the presentation sheets I created for all my assets. Feedback would be much appreciated for any changes I can make in the future in Presenting my work. Thanks
slipsius - Thanks for the advice! Yes, I do aware that these animations are blocking most of the screens. However some of the animations are never meant to be used for game assets (except shotgun and minigun, I'll do more adjustment to their position) And yeah, I'll keep that in mind about positioning in the future. Thank…
@Bek Thanks man, ill keep that in mind for the future. Shenmue scene is still being worked on but its been more of a slow burn. Finished this up though. Let me know what you guys think! Time to focus on the Escape contest for now. http://alexwellsartist.weebly.com/temple-of-time.html
Well that was interesting, I downloaded that script and tried it out also. That may be handy somtime in the future. Does anyone know of a simlar script that would pack all the uvs in 0 to 1 space tight and equally spaced like in headus uv layout you can choose pack uvs.
Again, couldn't post the rest of the Undying set as it got taken, that's why haven't posted anything. So I'll post 2 of my recent sketches for future concepts, to keep my thread alive. Crystal Valkyrie (wip name) set for CM [/url] and Elder Titan set [/url]
that just means you're missing a redistributable that you need - you'll be able to find it somewhere. normally I'd just blame it on ATI and advise you to buy nvidia in the future because their drivers actually function but if you're using a certified driver your best bet is to get onto autodesk support
yea, wow, both sites are suspended.. Good call outing him, at the very least potential employers in the future will be able to google his name and stumble upon this thread. that's the thing with the internet, everything last forever and this kind of shit will follow you a long time. More the reason to be honest and fair
Ah, sorry about the fringe. It's something I turn on when I'm messing with post processing, then forget to turn off when I'm taking screenshots. It's the sort of effect that looks a lot better in motion than in a screenshot, especially a compressed one. I'll turn it off for all the shots in the future.
I found out what my issue was. I had the high poly selected when I hit bake and I had assumed the naming structure would handle what mesh was being baked to. For anyone in the future who runs into this: Select the low poly before hitting bake.
Hey man, thanks, I really like how the spec map added to it as well! I'm at the home stretch, want to know what you guys think about him! I'm really happy with all I've learned on this guy alone, and I can't wait to apply it to future projects!