I think as a forum primarily consisting of modelers and texture artists we tend to forget what the main factors are when it comes to making the choice of studio wide software. Your entire pipeline is dictated by the choice of a hub software. And the needs most impacted by this choice are rigging and animation. This is the…
I meant if you want 2048x2048 texture you bake it 8196x8196 in Blender and then downsize it back to 2048x2048 in any image editor. Well, if Blender wouldn't hang for such an output size (depending of how much RAM you have). It would do it much longer too. Any other soft has anti-aliazed baking option. I don't know why…
There's a great progress being shown since the start of your project. Looks like you're learning fast by iterating on your work and accepting to come back on previously made assets based on the feedback. :) There's quite a margin of progress left in terms of color and composition. In terms of style in your texturing it…
Shouldn't this be in P&P since its kind of a WIP thread? Anywho awesome idea combining Enviro art with Character art. It fits into the less clicks portfolio approach. You said you wanted the focal point to be the characters so I think the "stage" should be well done, but nothing too flashy. I would go for a dirty…
And this is why we have bald space marines... Yea sorting can be a bitch even in offline rendering it takes forever to sort all that out and render shadows accurately. Most render'ers take the geometry into account, not what is painted in the transparency map, until you force certain settings, then it takes even longer.…
I think I could be happy just about anywhere. Some places might make it easier then others but really it doesn't take much to make me happy. I know I sound like a bitter old crank most of the time, but that's just my inner Grizzly Adams fighting with my inner media whore. Don't ruin your happiness with the pursuit of…
Hmmm. . . yes the anatomy needs a little bit of work. I included this image of aneta keys from www.3d.sk to help illustrate the things i will point out: First of all, either the torso is too short or the legs are too long, or actually both. The lenth of your legs is equal to the length from the top of your head to your…
Really good advice here. To further illustrate Eric's point: pure quad grid topology does tend to have a relatively consistent and dense geometry distribution. Which might not require support loops but can make it difficult to edit the basic shapes and control the edge sharpness. Most base meshes can be simplified by using…
Snapshot Games is hiring an experienced UI/UX Designer as we add new and exciting projects to our studio’s portfolio. We believe that the UI/UX role is crucial to our players' happiness and the person who joins us will be able to greatly impact our IPs. About the studio: Snapshot Games is a video game development studio in…
Pretty good work overall! Got a few crits for ya, Pirate scene: - Nice lighting in the scene but could probably benefit from a little contrast. Taking away a few of the dock lights to create a little more dark space between each other could help deepen the atmosphere. - There's a reflection under the boat/dock but no…