Ah cool i didnt think of chaning the floor in the real world, i like the spec map idea, and was going to bake the reflactions of the environment on it so it doesnt look so flat. Crazy world's floor will be changed, either tempted to make modular pieces so i can texture them how i please, or cover them with decals! My uni…
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…
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…
Painter is geared to working with UVs in 0-1 space, it won't apply texture to areas outside of uv shells and unless you're using dynamic layering you're working at a fixed texel density. This is fine but it makes anything other than unique mapping awkward - if you're making tiling maps/atlases it's probably best to stick…
I made a base for the house, but now I want to make it more of a diorama. I had some ideas while working on and now that the test is over, I'm going to take it further. The focus for it will be trying to reuse the texture I already made to create new assets. The new direction of environment art is definitely going modular.…
Everyone with experience will tell you zbrush is the standard for sculpting, there are no 'buts or maybes'. That's not to say we don't use both. A lot of people use both. Mudbox is great for texturing but zbrush just overwhelms it in terms of sculpting. Plus pixologic gives you constant updates for free, unlike most apps…