@ Denny & toxic_h2o, Thanks kindly for attaching the images. The shaders were authored in PSpad and follow the Unity Shader Lab Surface Shader format and Nvidia CG. The complex surfaces are done in multiple passes with captures of the frame buffer used to create the reflection and refraction. They are both done with a…
Hi Jon, you're right, our approach to materials and lighting is a bit different but it was not really new to me since before Remember Me I was mainly working in offline CG and doing rendering with Vray which is a bit similar to what we wanted to achieve. For the lighting it changed : the specular highlights, which were…
@FinnIsengardt, My hat's off to you, sir. I think that your take on the robot is a bit more thought out then mine, and certainly does a better job following the proportions laid out in the concept art. Certainly I can appreciate the extra time you took to model in some of the camera details and lens interior (in all…
@3dcaspar & AlexCatMasterSupreme; Thank you again for the feedback. I wasn't trying to come off as overly confident with my artwork. I am a member of several forums and sometimes you have to get creative with the headlines or make them stand just to get someone to view or respond to a post. I must say that I am happy for…
ok well this could be a multitude of things. Firstly do you have a control image straight out of maya's renderer. Essentially, by rendering out all of these passes and putting them back together you should, in theory if you do it correctly end up with the same image that the renderer produces straight out of the box, so…
ok im gonna be the one to say it and all, the guy is not a kid, he was born in 88' I did a search on his name to see what all this noise was about (before it went down earlier) and saw this guy had a deviant art that went down (banned as well) but doing a search on his name showed a CG Portfolio a facebook and a deviant…
If you're using Vray then you don't have to concern yourself with the metal/rough workflow. If creating your textures in a metal/rough environment like substance then you can use the Vray export preset which will convert your maps for use in Vray: diffuse/reflection/glossiness/etc. the roughness channel in Vray is to map…
Its really weird to me that i keep seeing people say this about the passion in the industry, that people enjoy the work. Yet im really not sure that these people fully understand that other human beings are taking advantage of your passion, using you and your passion, and abusing you, to make money for themselves. We have…
>My overall point is that building something and subdividing it looks much nicer than a lumpy cloth/head model and in terms of speed is much quicker and nicer to look at IMHO. This kinda left me scratching my head. Sub-d is great but for anatomy/cloth zbrush is a very powerful tool. I learned heads/anatomy/cloth in sub-d…
First things first: Keep in mind I'm still a junior artist myself, so take all that I write with a grain of salt. This new model is far better than the first, but still let's get back to the beginning? What I miss (and that's extremely common when talking with beginners) - what is the purpose of the model? Is it going to…