Not sure if this is fully relevant, as I'm not posting any content or any links to content, but rather some advice. If anybody owns a PS4 or Xbone (PC with recording software works too), then I would suggest loading up your favorite game or a game that has beautiful animations and record side/front views of you playing the…
A portfolio is best served when only your strongest work is displayed. I would concentrate it most on your creatures, maybe put them in more interesting poses. The bridge could probably be removed altogether I think because of the inefficient UV usage. It looks like texturing/painting would be your best asset and if you…
Part of that problem got me into scripting and textools inherits that particular issue in mind. Even though the *.max files change all the time the maxscript syntax have been impressively backwards compatible since Max R2.5 or so. It means as a developer maxscript is pretty reliable if you migrate to a new max version. I…
I spent triangles where I'd normally spend them on the games I've worked on. The handle on the door is as round as it needs to be vs. the density of the pipes, IMO. If I were to update anything it'd just be the roundness of the top of the sewer but even in this shot its not very noticeable. I've never thought less poly's…
If the materials work with the way you unwrapped it, that's fine, you can skip that. But often I find that the tiles I have work better if I move the pieces around and scale them a bit. I could have a pretty crazy unwrap with a bunch of pieces facing all different directions if I put a wood overlay over that, then the wood…
I think ZBrush can UV-unwrap your highpoly model. It's called GAV/GAUV/GUV tiles or something like that. But yep, usually the highpoly does not need UVs. You can use xNormal to render the normals. Only the lowpoly mesh needs to be UV-mapped ( usually, unless you need the "bake highpoly base texture" feature which is an…
1. for most game modelers it easier to create a lowpoly model first, then duplicate it and create a high poly. don't be stingy with the high poly! you'll want that detail when you bake a normal map. 2. if by the top you mean the top rim, then its really up to you. of course the more geometry the better. but this all really…
Alrighty! Here is a summary of the rest of my WIPs and my thought process while working on them. :) Jan 17 2018 Alrighty, so compared to the previous WIP, Sona's pose has really changed! This was due to feedback from my friend Rachel who suggested adding more motion and flow in her pose, which I adjusted according to her…
Here's the full draft. 100 words over, so editing will be rough. I'm also still very concerned with stilted pacing. I plan to refer to Diana as Diana earlier on in the text, since the use of "her" becomes confusing with the introduction of Leona. Still deciding where to make that change, however. Do you know how to kill a…
Hi, guys. I made a tool for quick rename and transfer your meshes to Marmoset Toolbag(3.08) the older version doesn't have python support for quick load FBX in the baking group. https://gumroad.com/products/EUKea I did this basically because I tired of popup export windows and choosing a path to export FBX and then choose…