Hello. I think I am finally calling this finished. Thank you all for following along, it's been quite difficult but also very rewarding. Some renders (also on my artstation: https://www.artstation.com/artwork/Po54LL): Little self-eval of things I was satisfied with and things I wasn't over the project: Good/Satisfied: -…
Finally have some time off work, so I started on a character project. I wanted to pick up a few new tools, and push for photorealism in UE4. I am building a 1920's Empire State construction worker. Started by blocking out body and a placeholder face, just as a frame to build on. Experimented briefly with cloth in Blender,…
NomadSoul2501: I'll be completely honest, I'm not entirely sure what type of architecture I am going for, which was my biggest issue starting out this scene, I basically went with whatever looked "cool" to me but I realize I need to stick with one style or atleast keep it consistent, is there any time period in particular…
Ahhh I finally get what u are getting at Pior! You'll have to excuse me for being dense! Yes! Artists have the tools to do amazing work! I agree. We are at that threshhold with tessellation what is possible in Zbrush for the most part is what was imagined realized! ( except for perhaps character artists: a dynamic solution…
Yeah, I think a strong portfolio will not be ignored. Then its up to the interviews to make it work. That's why I personally don't think networking is cruicial for juniors. Though the longer you are in the industry, the higher the positions are that you are going for the less risk the employer will take. Having someone…
I think with public artwork, its more a matter of oversight as far as the license is concerned. For most artists this is commissioned work, so once its bought by the city for display or some private organisation many don't really care if it gets reproduced somewhere, especially virtually. If they do then it would be easy…
Finally some Updates to share! These boston snow storms can't keep me down. So here is a video of the first playable "milestone" I guess you could say. The functionality is pretty much how I want it, and most of the animation stubs are in, some a little more polished than others but nothing is final. [ame="…
Biped doesn't animate like your normal objects in max with Position, Rotation, Scale (which is what each color normally indicate). Biped normally only has rotation keys. The only position track is on the Center of Mass (also on the hands and feet when planted keys "IK" are set). By default you can't scale biped pieces,…
It would depend - for example, if your game is vertex baked (say, you just baked Radiosity in 3dsMax) then your work has a constant performance/memory implication in game... for example, the memory footprint will be exactly the same and the performance/fillrate will be exactly the same no matter how you adjust or setup…
To quote a famous scientist: "Good News Everyone!" There is now a better and simpler way to increase your polygon density in on a model in zbrush. If your working on a skull and want to add folds in the eye brow, for example, do the following: Duplicate the head subtool > select duplicate subtool > go to your lowest sub…