Yeah, the Alembic format is really cool. You can do all sorts of neat stuff like cloth and liquid simulations with it. I think the reason it's not commonly seen in portfolios is just that it's rather expensive. By that I mean the file format stores unique vertex positions for every frame, so each frame is a new mesh. This…
Is the goal to have 3-4 individual channels that each control separate properties? It's been a while since I've looked into the vertex painting tools. If it doesn't give you individual access to each channel, then I imagine you could instead paint 3 individual B&W CAV maps (named R,G, and B ), combine these lookup nodes…
Great start but like others have said, the upper body looks very stiff. Try having a little more twist in his lower torso and bring the whole torso so its not so upright. Also, as he is planting his right foot his pelvis seem to be moving backwards. He should be transferring his weight onto that foot but at the moment it…
Theres tons of tutorials out there. Usually start with a basemesh, get all the forms done > Then do detail pass, like scales, skin crease > retopo in Maya then re-import and transfer details> Bake displacement or normal maps. it depends which renderer you are using. If your are using vray you can follow this guide…
If you're looking at a low budget then pick up blender and gimp. All the techniques you learn there will be transferable to other programs (Albeit the buttons do change) (And then sculptris for learning basic sculpting before saving to get zbrush :P) If you have some money, definitely worth grabbing PS, but no one really…
Id probably work on the topology more. Its already been mentioned but when animating something the topology around the joints and face are pretty important in current gen games. personally id aim for more evenly spaced quads in these areas. Also look deeper into the characters overall anatomy. I think this will help you…
You can transfer the colors from one actor to another in UDK. http://udn.epicgames.com/Three/MeshPaintReference.html#Vertex%20color%20instancing You can also do your vertex colors in Max/Maya and import them into UDK with the mesh. That way you're not starting off with a blank mesh every time. You might be able to export…
See if the warranty will transfer from original purchaser to buyer. I noticed this happens with some videocard purchases, be careful. Warranty docs are found on the Wacom Website I am not sure of 22HD revision numbers. If the purchase backfires like how? Doesn't work? I would say try before you buy. And if it makes you…
Ok guys I re-worked the Bollard. Heres just a screenie of the Normal Map applied. I'm getting a couple strange shadows, but im guessing thats the model as they dont appear on the Normal. I think these will be pretty much hidden when a diffuse is added. One problem I'm having is baking the AO. Im getting strange reactions…
Octane is probably less complicated and most easy to set up render. Newly added AI denoiser makes it super quick to render very complex scenes. I always shrug when I hear that Arnold or Vray is for makeing artists life easier. In what universe? The only drawback it takes more time to transfer something to Octane than the…