/\ - Game Lab Social was founded in September 2013 by Ollie Clarke and Steve Stopps. http://www.gamasutra.com/view/pressreleases/200097/Game_Lab_Social_opens_in_Leamington_Spa.php Blitz co-founder Philip Oliver's first interview since the demise of one of the UK's longest-running developers.…
Hey there , Are you sure that you doing a wood texture , looks more like a brick wall to me or if its wood those planks are floating on top of each other Also most of your seams make straight line [seam on the top and on the bottom ] this is not how you build something durable you want to offset them as much as possible…
Your work is progressing well, I like the big shapes on this last guy. You could include more of the strong pose he has in the concept even at early stages of modelling eg his hips should be pushed forward and shoulders back and apart. This stuff is what gives the character that cool hero look. Your previous characters…
you would sort to minimize shader,texture binds,... and then do multiple drawcalls under the same state (shader, textures...). Consecutive drawcalls under same state are cheaper than setting up the state and drawing individual pieces. Whether you can get a single drawcall across objects is a bit more work (requires objects…
Congrats on graduating man! I graduated from Full Sail back in 09 and I know what it's like to be on the hunt for that first gig. Good luck and Keep at it man. Others have already pointed out the flash stuff so I'll skip that and pass on some advice that was given to me: Make it as easy and as fast as possible to see your…
Hello So here is my 2 cents for what it is worth (not much). The low geo looks good the material treatment does look flat and artificial what I would consider is adding grime and stains using a combination of clearly evident staining on the diffuse map and the not so evident grimes and stains on a color spec map. Adding…
I agree it catches way too many people off guard, they should just disable it and give a progress bar instead. To explain it: That's the actual output of all the maps combined (same thing as running a "complete map). What it shows is a full render of the object, then based on your settings it saves out pieces of that…
The table looks like it will fall over because of how big the top is compared to the radius of the bottom. That's a very minor pick probably, but that's what it reads to me. The texture looks ok, could use some more love with slight highlights and variation in color with the diffuse map and a more defined specular map. How…
Bunch of handsome dudes writting these up! Props to the mighty Tim Elek for organizing this and making it happen. Creating Environmental Atmosphere with Visual Effects » Tim Elek http://www.ravensoftware.com/blog/2010/06/23/creating-environmental-atmosphere-with-visual-effects/ First Person Animation » David Gulisano…
Really, there's various workflows for creating a 'next-gen character'. For example, one way would be ; Base Mesh in Max>Sculpt HiPoly + Export OBJ > Retopologise in Topogun / Max / ZBrush > Bake normals from Hi to Lo using Max / ZBrush / Xnormal etc etc Another (not so great) way would be ; Low Poly modelled + UV'd in Max…