Thanks guys, if anyone has a suggestion for upcoming dvds please let me know. I have a few other professionals almost ready to start a DVD and things are starting to get exciting. The next video I will probably do is one strictly on Texturing for next gen games, and all that implies. After that I was thinking of an unreal…
@Richard: thanks for the tips and suggestions. we'll take em into serious consideration when doing the jump into animated comics - we might just do 'specials' like that. Thank you for the encouragement, and for the reference link @ all: we currently are moving away from the old style, step by step. it is exam season here…
If you turned that quad at the top part of your grass blade into a triangle you'd have a blade of grass shaped like your texture thereby allowing you to fill it without using an alpha mask, in addition to that you'd have 1 less triangle on every blade! That 1 triangle might be totally irrelevant but at least it looks like…
First thing I noticed was the scale, particularly with the windows. You made your bars too thick and the windows themselves too thin. At a distance your ceiling turns in to a mass of brown instead of still seeing those nice window shapes. Also, you didn't notice that every other bar is the break between modular pieces…
DX10 is marvellous but overhyped. When DX8 introduced shaders, people still didn't use them. When DX9 introduced HLSL, people still didn't use it. It was a slow process and the FFP has only been out of mainstream use for a few years now. DX10 was not over course not going to revolutionize anything- it allows nothing new…
just think that if it was in, you'd have to explain to people who interview you what it is meant to be, conceptually. Would you be comfortable explaining that? I wouldn't, and even if they hired you (and your work is solid enough man) you'd be long known as the bloody, vaginal obsessed artist... just food for thought. But…
Hi guys, so I'm getting into BPs, pretty newbie at the moment, and can't find an answer to this one, nor know how to properly explain it. So I want to do the following: Create a blueprint-> make children from it -> in those children there are sockets to add other blueprint children in. The reason I want to do this is to be…
I'm not going to do this one so I can finish up the previous one. But if I may suggest something for hard surface: https://www.artstation.com/artwork/9m6yZN I picked this one because it's a full exterior rather than an interior to contrast with the previous entry. It has two major materials, wood and metal. But the metal…
couple things: 1. don't need to send the hi poly back to max after zbrush. Just send the Hi from zbrush straight to baker. Can rename and do whatever you to do in there - cut out a step. Only the low poly model needs to get it's UV's done. 2. I'd question that high of polycount for a high detailed character. A mostly flat…
Just had a quick play. Quick Pivot has made my week. I have a hotkey in Max to set the pivot to vert/edge/face and it's been driving me insane in Blender the longwinded craziness that you have to go through for this simple task. I was creating a modular greybox and ended up just going back to Max. You have saved my sanity…