My anxiety over this whole thing basically came up after I started working on my current gig, which makes sense seeing as it's a small studio. I'm tasked with coming up with my own concepts and to see it through to the animation side. The idea of coming up with my own model in theory sounds great, but eventually gives me…
Remember, this was a class assignment that I gave out last week. It was an exercise in the creation of dimension on a flat 2d surface using differences in values, color variations and highlights. Regardless of which artistic style it is derived from, he did an outstanding job. the photoshop layers were in order, named…
mat: *slaps hams* ^^ DKK: hehe, totes... unfortunatley im pretty sure im just insultingly slapping laro in the face wiht mah poopness sculpts but his shapes are mega awsome (colours too ^^) zxcman: ta :) bbob: eyelids or eyeballs? one is alot easier to sort out than the other at this stage ^^ hehe, should totes try some…
well, have a look at Adrien Thierry's work on Dishonored 1+2. He's worked on a lot of the props and architectural work there. You'll notice he works with modular pieces that make up the fundamental characteristics of the building, and then makes good use of the texture sheet to fit that design. He also works with trim…
Yeah, the workflow is so disparate from Max's that it's hard to accurately compare the two. From what I've witnessed, Max users have the hardest time transitioning to modo simply because it's so different - especially with the lack of a modifier stack. As I learned 3D in LightWave I've been so used to a "permanent" forward…
So you are wanting to skin layered things without much tedium in a non best case scenario automagically? So does everyone else XD. If the topology decently thought out, and it'll have to be to make the skinning less problemmatic, like loops and verts on all the layered bits matching up, at least roughly, I'd guess some…
Thanks a lot! This is probably a good entry point into the matter for me. The issue with problem oriented learning is, that it can get easily overwhelming at times without a helping hand. I suppose you mean that they should shift marketing more towards tech artists instead of artists as the software isn't as artist…
Break things up into small milestone tasks and timebox them - I also recommend working in layers (Eg. Get everything to stage1, then get everything to stage2 etc.) In terms of real world timescales it'll depend where you work and what the styles are but from my experience leading asset teams and running outsource for a few…
Layered Alphas for Skin Patterns I haven't had the opportunity to touch this project in a while, but here is an update to show how the dynamic texture alphas work for the skin patterns. I have two layers of alphas - Overall/body alphas (shown as light grey) and Head alphas (shown in dark grey and occasionally brown). The…
Currently available for new work related to character modeling or environment work. Presenting my latest work related to character development with Axis Football 2019 which is currently in development. * Modeled Football player base model in Maya 2018 * Face/head is based on NFL Defensive End Mario Williams * High detail…