Hi Ged, The primary use for ShaderFX is to be able to work with your art assets in Maya LT like you would in your final game engine ("So they look the same"). But you can also do things like setup a shader that will blend in normal maps during facial animation etc. So while animating in Maya, you can actually see what that…
I had no webspace or online portfolio of any sort when I was contacted - just what I had shown in this community and cgchat. I landed the job with .zip of my work and an interview. Ian Wells, Artist Iron Lore Entertainment
Flynny-Thanks Johnny-Cool, thanks man. I will work on the edge loops around the mouth. I should have more edge loops coming out of the corners of the mouth. Correct? Instead of just having edge loops parallel to the mouth going all the way down his face. Bobo_the_seal-Thanks SupRore-Thanks, I will fix that up. I also am…
Very nice work, looking forward to seeing more of this! Only crit I can think of would be to push your material definition a little more and contrast the gloss of your metal with your wood. But this could simply be down to the fact you don't really have a proper lighting setup at the moment. Gloss maps would really make…
I used to hate the term "artist", especially when it was applied to myself. This was due mainly to the fact that other people I knew who openly referred to themselves as 'artists' were people I considered utter jackasses and I didn't want to be associated with them. Also, I felt that until I was actually getting paid to do…
From Brian Goldner, one of the guys working on the film. (Not sure what he does though) [ QUOTE ] Megatron is an early style board. Without revealing too much of the story, there is a very important reason for his look to have evolved from pure G1; although the final look is a work-in-progress--ILM has just recently begun…
This can only be a bad thing. Why do they feel the need to keep going back to these things? If I thought that this meant a return to the values of the original then that would be fantastic, but there's no way that this will be anything other than a CGI fest with very little tension or character. Ridley Scott isn't…
Silo/Blender would be a good combination.. Silo is a great modeling package and Blender will handle your mapping/rigging needs. If you're outputting serious CGI renders though - I'd use a third party renderer, at least until Cycles is added to the main trunk.
SkullboX - I was thinking that, asking someone that has a nice game model if i could animate it. I have been searching for good free game models and have not found any, would be great to do that. I will stick around here, seems like a good place to learn and maybe someone can let me animate a model and we can both use on…