I took a look at your files. I baked in SP with ray distance(frontal/rear) .02 *Note* I had to assign my smoothing group to the model as yours had no smoothing groups assigned. This is more than likely your issue as I presume you're using the UV splits to Smoothing groups workflow. If you use this workflow and don't split…
Thanks guy for the feedback, this helps me narrow down how I will organize my files for future reference, much appreciated. I should mention also that I'm trying to keep the Group's system in check, meaning I would like to know if using Groups is possible to keep my files a separation hierarchy to make things even more…
Hey, thanks for all the comments guys, I really appreciate it. I was really surprised how easy and fast it is to create foliage with fibers. Here is some stuff that may help: (my quick plan sheet) For grass I basically masked a spot on a plane and experimented with fiber sliders till I was happy with the result. I found…
Fun model you've got here. While I'm not a character modeler or animator, there are a few things I'm seeing that I believe I can help you with. Start by looking at muscular character models and studying their wireframes. I looked a lot at Hulk models since I thought they'd be most similar to yours in terms of anatomy and…
Hello there, let me start by saying i haven't worked in a studio yet, i am nothing but a newbie but i want to say a couple of things that come to my mind, which i believe should be mentioned. First of all i loved that video you posted, it's the first time i see a video related to houdini and i can say it's rather handy…
Wasn't around yesterday much, so I got working on figuring out the normals through the night. Not much physical progress to show, but I've really cleared my head about how I'm going to approach the next few stages so I'm quite encouraged at the moment. I started yesterday with little knowledge or experience of hard surface…
Update time! I keep getting caught in the "there's not enough to show" loop. As if every WIP is a finished product with finalized lighting. Yeah. So here's where I'm at, the two big areas I've worked on -- SANDBAGS I've done a pass at placing my sandbags (previously made into low poly meshes) in Max using FFDs to…
I'd probably up your polycount a bit (smartly) to make things less boxy and perfectly straight. Areas like the wooden board fence could be broken into having an actual modeled out board for each with some slight gaps inbetween them rather than completely solid. You could also probably add more edges and extrusions to…
I am currently in the market for a new Games Industry job as an Environment Artist. One studio that I have applied to has given me an art test with the expression that I could show the work in my portfolio in any way that I want. I am going to post updates on it here as I go. To summarize the test, it is a fully lit sci-fi…
Like you said, tri count really depends on the game type, and how many trees are onscreen at once. MMOs typically go really low, because there can be a ton of performance-demanding character assets in view at the same time. FPS's on the other hand tend to have tighter enclosed spaces, so a "hero" tree can be pretty high…