From what I've seen, one of the most popular uses of HDR images is to compose live action plates with 3d models (matching light, reflection, etc). They capture it with a chrome ball in the time of shooting to later unwrap it and apply to the 3d scene. My question is: if I want to create a HDR image from a 3d scene, should…
This is my second work for this contest. (here's the first: http://polycount.com/discussion/169848/pc-csgo-desert-eagle-space-force) I love Frank Frazetta and I feel he really defined a look and feel of sci fi and fantasy for the 70s. I'll be doing a Frazetta inspired piece for the AWP The idea is an astronaut stranded on…
This is my second work for this contest. (here's the first: http://polycount.com/discussion/169848/pc-csgo-desert-eagle-space-force) I love Frank Frazetta and I feel he really defined a look and feel of sci fi and fantasy for the 70s. I'll be doing a Frazetta inspired piece for the AWP The idea is an astronaut stranded on…
ive been working on this couch and i guess its not much howver all the same id appreciate the feedback i dunno i thought that it might be too plain or the details weren't properly defined or something i wanted to put it in a cafe, like a coffee shop for an animation incase the purpose was important i was thinking about…
http://www.escapistmagazine.com/articles...ve-a-Travelogue "I wonder how Valve gets by with no traditional corporate structure, no defined roles, no orders from on high. The theory is that every employee is carefully analyzed to make sure they have both a great personal passion for the medium and that they're sufficiently…
Mesh standing at 3470 tris, skin using one 512x512 map. Both are finished apart from some minor tweaking. (And before anyone comments on it; Yes, 512x512 is definately needed for the texture map to keep the lineart sharp, it craps out on anything lower. I tried.) I'm making this a high-quality Quake 3 model. (Hey, there…
i just had a message from someone elsewhere saying that the object they made had 7 different materials/shaders! no idea if thats what the engine was designed for, but it definately seems to go in the face to the usual stuff we get taught at polycount and in the cg community. also, currently I can't test out the models…
Looks like you started with a too high rez. Unless you are experienced the work is always going to look like lumpyvill. Start low, get the layout right, then go in and define the sculpt. Just my opinion, but concentrating on separate body parts as a study method leads to unbalanced learning. You can see this at times with…
The tangent space is just the coordinate system used to calculate/display a normal map (where each pixel is coding for a direction). But softwares don't always use the same approach to define this coordinate system, hence the classic artefacts when you bake in one software and display in another. Eventhough they now all…
For showcase assets, don't fret over polycount so throw as much geo at them to accentuate defined form alongside importantly, silhouette. At the moment too low poly in design ergonomics and scratches / edgewear in particular look contrived or implausible plus your materials lack variation as well. Anyway, these examples…