Company Description A leading publisher of digital and social games, Gameloft® has established itself as one of the top innovators in its field since 2000. Gameloft creates games for all digital platforms and is present on all continents, distributing its games across 100 countries and employing over 6,000 employees. As…
Hey everyone! I thought i would start a sketchbook to start showcasing some of my work, specifically character work. I would like to keep a thread of all my work together so i can easily see the progress throughout. I currently work as a environment/asset artist but i would like to make a transition into character art. I…
Well, even if there was some universal way of calling these (there's none) ... what more would you get out of putting that in a web search anyways ? There's nothing special about this, one just maps various bits and pieces of a model over the desired parts of the texture and boom, done. As a matter of fact there are…
Not used max for quite awhile but it's UVW native tools as I recall (2013 or slightly later version?!) was a bit tricky to work with so decided to alternatively download Textools which for me at least streamlined an otherwise tedious task. Since then, further development has seen additional features such as Rectify -…
Thanks guys . The reason I use typical hard edges is they are much easier to do lods with . Shading stay same vs beveled geo + face weighted normals . And the process is more streamlined. I usually just apply split hard edge modifier then UV unwrap then merge vertexes back in an automated manner without much of manual UV…
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…
Thanks for extra info oglu, i agree 100%. with what you say. Maya only start to shine when you need to make lot of people work together at the same time on a project that involve complex assets = big studios. Personally i don't care too much about new fancy feature, but i would love that they just take notice of the Maya…
Whether or not you would benefit from using a terrain creation software would really depend on the needs of the project. If you describe what sort of environment your game will have, how the player moves through it, etc., it may be easier to for someone to say if you'd benefit from a tool like that. My hunch is that if you…
You probably need to give Designer another chance, it is going to be the most effective tool for the job. Sampler is supposedly designed for precisely what you describe - i've not really played around with it enough to make a judgement, but I suspect it's actually not 'all-that'. I do agree that Designer can be fiddly when…
I use UVpackmaster pro2 in Blender and textools for straitening uv. And a kind of streamlined workflow by splitting hard edges to future UV islands, one click unwrap, anothe click to pack and then merging split vertex back. I miss a feature of Headus although where you can pack a big island being in between 0-1 and 1-2…