I'm interested in this topic as well. There was a thread in General Discussion about face topology for animation, some of the resources there focus on cinematics: http://polycount.com/discussion/158836/face-edgeloops-for-animation-best-practice/p1 The guy below was hired by Disney Animation to model characters for the…
Had some PC problems so I couldn't start the texturing.. for good. Take a lok at my modeling part and decided to modify it a little bit: It's still in Max, UDK port will come soon (with textures I hope^^) Stats so far: 15574 Verts total
Here's my lowres. It's 15K Triangles for the character and the guns. Let me know you have any suggestions how to optimize it better or make it cleaner! Also, I was wondering if anyone has an idea what would be the best way to do the upper body. Right now, I have to pieces, one for the cape on top of one for the torso (with…
@musashidan Yeah I have no doubt that it is the best sculpting tool but regrading peformance it is obviously not. I also have a fairly small document size with 1500x900 @pior I tried importing a decimated mesh into Blender and used Multires on it and it got a lot slower indeed. But decimating the mesh in ZBrush and…
I walk 15mins from my apartment to the studio at the moment ... So anyway, yeah there totally are work-life balances. Like fearian said, you gotta hustle to get in - and that is going to mean working your hands to the bone. Once you get in it is a lot, lot easier. The vast majority of artists I know in the games industry…
To start with the obvious question. What exactly makes this a 2048 scene? Aside from the bikes missing spokes (which just looks dumb tbh, give them spokes and rename it asian alleyway), there's no obvious scifi elements here that I can see. Your scene has heavy rain, but aside from the asphalt none of it appears wet. Your…
I dont know how easy game engines are to use for someone who hasnt started off using 3D applications for animation first. In any case the downside is that game engines require an extra step. The upside is that there are tools which make modelling, texturing and animation in a 3d package unnecessary. Things like terrain,…
Thanks! It's on the list of 'awesome stuff I could add', I'll get to work on it soon, stay posted for updates. Currently working on the performance issues, for a moment I feared it was my huge level blueprint that was clogging things. Luckily, the issues were all caused by the moveable lights, and the post process…
I haven't used Megascans yet, but I was wondering; How exactly, what all is involved when one wants to make a megascan? Will Quixel ever or have they ever described their exact process on how they make these? If they did that would be awesome. I assume since they use "HDR scanning" they use some sort of 3D scanner, any…