- Sorry, i went ahead and replaced images I agree with your comments! - Updated teeth - they were actually those girl teeth - Rendered with ugly shodowmap this time. It makes glasses fit into face much better. Mop: - Thanks for sharp eyed comments! - I also rounded skull from down behind a little. I not quite sure if it's…
I always use an AO map on top of any local map generated from high-poly geometry. In Max I always bake different "material" sections as different colours like EarthQuake said - as contrasting as possible so you can use them as selections in PS. Just assign different materials with different diffuse colours then add a…
Looking for artist who can make around 200 UI Icons for our MMORPG tank-game. Reference for game style you can look at these links: https://drive.google.com/file/d/0Bw0vliArLLIbb2tFNFd1ZXhOSFU/view?usp=sharing https://drive.google.com/file/d/0Bw0vliArLLIbemFnbDdyQWQ0b28/view?usp=sharing…
Your work in progress and experimenting with the animation maps has been really insightful . I appreciate for sharing ! Will use that on my character as well :D
Anyone else going this year? Would love to buy you a beer! I'll be presenting our working group’s latest work on the industry creation guidelines. glTF & 3D Commerce: Unlocking New Possibilities for Real-Time 3D, at the Fairmont Waterfront, Wednesday 10-noon. This is a Birds-of-a-Feather, one of the best ways to talk shop,…
I agree that keeping custom vertex normals is somewhat fragile, even in Blender I use. I think breaking vertex normals with sharp edges (aka hard edges or smoothing groups), is much more practical, since a sharp edge is always an UV seam with normal mapped game res meshes, and those can be set/unset quite easily. Custom…
A style guide is exactly what it sounds like. It helps you organise things like font, colour choices, any specific types of stylisation you might intend with models, and any concepts you might want to mimic, etc. It helps you stay consistent throughout your textures and models so that everything will work cohesively…
Completely true. It's funny, artists are so used to saying use reference for anatomy, mechanicals or environments but people forget that step when making materials, it's extremely important to be able to breakdown what you're seeing and try to replicate that instead of working off how you 'think' a material looks or reacts…
Many thanks everyone! It is my my first firearm so there is a lot of new stuff I need to learn. I read a couple of things beforehand and know that I need edges that are not too sharp and bake well later. Though I don't really know how big/small the bevel has to be, therefore I used a bevel modifier for all the sharper…
Definitely some great improvements over 2015 (from this in your other thread), great work ! I really like it when people learn handpainted textures doing characters, not just weapons/flats - this is really promising. First I'd say you're using 90% too much solid black in your textures (from burn tool or too many…