Well been a while since I posted last. I dont want to post unless I made SOME progress and it has taken a lot of time doing all the shitty things (retopo, uvmapping and baking). But now at least I started on the texturing! And its fun! YEAH! sltrOlsson: yes totally agree. going to fix the asymmetry in Max by pushing around…
We are looking for a talented character artist to join our team and create high quality 3D characters for an unannounced project. It is a multiplayer, third-person game with a contemporary setting. A successful candidate will be a skilled and motivated character artist capable of producing stunning and lifelike 3D…
Tactic Studios is a game developer specializing in creating premium video games for PC, PlayStation, and Xbox. We are looking for a talented character artist to join our team and create high quality 3D characters for an unannounced project. It is a multiplayer, third-person game with a contemporary setting. A successful…
suggestions: -the lighting is too dark and not very 3dreadable ... the columns are entirely black whilst the hanging cables are totally drawing attention because light seams to leak in from above. take a closer look at the concept art. -the lamp strip kind of meeds abetter transition to the none lit geometry right now it…
Yeah, Looking back at it now (after taking a few hours break XD) I can definitely see the parts i've missed. I understand the part about AO and that, i'm still figuring a few things out about the process of painting and such since as an artist i have always struggled with the shading process so I think i really restricted…
Thanks Eric, appreciate that. And sure, I can do that. This is pure high poly rendered with vray. I started with a rough blockout. Then I started creating wall cladding for all the surfaces using just one plank rotated about 7,5 degrees and with local transform on I just copy it straight up so I get full surfaces. The…
My atempt at explaing this. Forget about the normal map first and just consider the lowpoly mesh. For each pixel that is rendered on the screen a normal is calulated by averaging the normal of the polygon being rendered and the neighbouring polygons. You can google this to get examples of algorithms to calculate this. The…
Interesting read, there are more uv friendly tools now that speed up the uving process. I guess that solves the issue for some ppl but I do believe everybody has their likes and dislikes.For this guy, it was uvs. While there are solutions in the form of external apps I do feel that its a bit shameful that devs of 3dsmax…
Senior FX Artist Toys For Bob are the creators of the innovative Skylanders video game and toy franchise. Weve made games for over 25 years now on every conceivable platform and have never worked harder and been more proud of anything weve ever done - in games and in life. Our studio has a fun and laid back vibe. If you…
Some observation from my school of hard knocks. The overall UV mapping is good however based on the model the mapping of the torso is not symmetrical. The left side is not the same as the right. Although it is not always required to have apposing sides to be identical, if the model does not call for it, in this case you…