First off, why aren't the assets from your demo reel also shown as stills in your portfolio? I think they're probably your best work, and definitely a cut above what I saw in the stills. It would be nice to see the polycounts, texture work, etc. Texturing is probably the skill you should concentrate the most on developing.…
It really depends on the model how thick their arms are, what their wearing and what shape of torso they have. After skinning a bunch of characters you end up with a pretty good sense where to place the clavicle/bicep joint. If you place it down by the arm pit you'll normally get very little clipping but the shoulder will…
Wow that's weird for some reason the code tags don't like $, lame. 1) It might be a bad idea to name things the same as a viewport like "front" so change that to something like FrontPlane. 2) You'll need to define the texture type in material[1] then you can pass it the name/path of your bitmap. So instead of using:…
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Hey guys. So I've been struggling a lot with the PBR workflow and I simply cannot get results like Marmoset. I have a few questions: 1. Apparently Specular isn't what it seems in UE4 and shouldn't be touched... so how would I define the reflectivity? - I read it's meant to be defined in roughness/glossy but that confused…
Ide really focus on the planes of the face. A lot dimentionality comes from those planes and sometimes you have to fight what the topology wants to do. I noticed it first on the cheek where the shape line that happens between the cheek and the nose seems to be defined a strange way. If you can sculpt a face with clear…
Yes, I agree... I totally understand what you're saying. I'm going to continue working on the legs and hopefully they'll get better. If I were going for the comic book version, the muscles would pop out more for sure. However, the ps4 has the muscles not as visible/defined through the suit. The figure for ps4 spiderman…
If your career-defining project forces you to work 80hr+ weeks, then you're defining your career as 80hr+ weeks. Fuck that. I'd rather have shorter hours at a no-name studio doing Facebook games than 80 hour work weeks at a big name studio. I have a life, it's precious to me, and you'd better give me a goddamn good reason…
thanks guys, it's great seeing these old names again. the images showcased here are viewport renders using diffuse in full bright and doctored in Photoshop. our character models use basic diffuse, specular, and glow maps. the engine does support normal maps but are used sparingly, mostly for particle fx. our hero armors…
Smoothness in unity = gloss/roughness (how rough or smooth the surface is) in other engines. This shouldn't have anything to do with metalness or specular maps, which define reflectivity (how much light a surface reflects), but I'm not a unity export 0 metalness would mean the material is an insulator, its not made of…