I created several blend shapes for my model. Some of them from scratch, some of them by merging other blend shapes. After export in .fbx names of some blend shapes changed. I imported this model fbx to Unity and to Maya LT and in both I got the same result. Some of blend shapes (not all of them) had different names. The…
Hey Guys! First post here, thanks for having a look. I've got some general questions about executing modularity in models/textures. I'm currently working on a small town Main St. style environment and have an opportunity to work with a lot of modular assets. Right now I'm working specifically on the courthouse pictured.…
To get a job, you need to demonstrate the basic craft skills of the trade in your portfolio. Here are a few things I've noticed that show a potential employer that you haven't mastered this fully yet: * polygon distribution is very uneven. Some parts are far too high-poly for an optimized game mesh while other parts of the…
"Honestly not sure why sub-d still alive" Because in actual day to day practice there are many models that are just an order of magnitude faster and more efficient to build in subdiv rather than in CAD, especially if the provided concept isn't a fully locked technical drawing and if the design will be subject to tweaks…
Model looks good, maybe a bit sharp and too uniform edges at places Texturing is pretty simplistic still and needs some work, Edge definition and medium/large scale details and variance are everything in texturing Small scale surface detail is there but that can generally be so generic that it can be done with a tiling…
You've got some of the base shapes nailed down, but they need refining and you also need to start using several smoothing groups as the armour of a space marine has several hard edges. For example the shoulder pads. Your model also has the adsence of a waist. Personally I would go back and segment the armour into several…
I do not agree with you on never editing the cage. There is a reason most bakers allow you to import a custom cage. With an automatically generated cage the mesh gets pushed out evenly. With a cage you make yourself, you can change how much it gets pushed out, where you need it. For example around parts of your model that…
I think to make it pop out good and proper, and ditch some of the 'flatness' the scene has is some decent ambient-illumination on the advertisements, and to be honest everything. In Deus Ex HR a lot of the lighting is added to by having the area largely darkened, but with a large volume of glow and falloff light to bounce…
Oh, for sure they can. As others have already remarked, if the game's performance suffers because it can't handle displaying all the in-game assets (along with post processing effects if applicable) it will impede on the gameplay and thus on the enjoyment of the player. There's also a certain subset of gamers, especially…
The wrinkles on the jeans just don't feel realistic, especially considering how tight the pants are. I'd expect some wrinkles originating at the crotch and radiating outwards towards the hips, some at the back of the knees, and fairly deep ones where the pants have been gathered around the calves. If there are wrinkles at…