Just a quick update: Our first round of contracts went out last night! YAY! We still have MANY applicants we are going through, so if you submitted and have not heard back, please be patient. We are spending the weekend getting caught up on contacting applicants. We are in serious need of Technical Artists and Programmers.…
I edited the first post to show some new work. I hope that's ok. I don't think you can in the standard renderer implementation. But what might work I guess, is to do the thing where you take a copy of the model and push all vertices outward along the normals, at different distances depending on the thickness of the black…
Looking good overall what version of Yoda are referencing for this model? That'll impact on how people will give you critiques. Puppet or prequal CG? Couple things to look at: His temples are defined as seemingly a totally seperate mass on the face where as in the films its a much more subtle transition. Also like Optimus…
Here it is a quick one. Probably could be done better and with fewer lines but.... Just select two vertices and run the script, should work: // get two selected vertices string $compSel[]= `ls -sl -fl`; // get object name string $objSel[] = `ls -hilite`; // get the number of first sel vertice string $buffer1[]; $numTokens1…
Consider that a boolean-heavy workflow, so popular today for hardsurface work, and popularized in no small part by myself, is largely imitating a CAD environment with polygons. Defining matter additively and removing it subtractively is at the heart of all modeling in any environment, but only in polygons do we have to…
I'm currently working in a engine that's being created by a friend of mine (were making a game in it), and this is the outcome ingame with those models shown above just placed on the terrain: After this, I tried some small tests to enlarge the canopy needles to get it more dense. This last result looks a bit better (would…
Just thinking out loud here. If the AO transfer map feature indeed is broken, could you not use the Polygon Toolset > Color > Batch Bake (bake override and set to Occlusion) to bake AO on your higpoly. Then map the newly created AO texture on a shaders color channel and use the Diffuse transfer map feature to transfer this…
In that kind of situation I usually create a square texture to avoid some troubles in future. In recent project a have rectangular texture 4096x2048. So i just created a 4k texture to work with and just splited it in half to know my work area. When it will be exported in engine I'll just cut it to 4k x 2k with canvas size…
So I did a quick paint over to show you the areas I believe you could improve on. The features seem to be a bit exaggerated. This tends to happen with newer artists, especially with the eyes. We try to make the eyes more important by giving them more real estate on the face. Also the ears tend to line up with the top of…
SHMUPS ARE VERY YES i think the ship is much too flat for a horizontal game like gradius. if it was that flat it'd be hard to find amongst bullets at a glance, and the hitbox would probably be as tall as the entire ship. besides that, the ship is so flat that it just looks silly from any view other than top down and really…