ah this came out great... good to see it finished. And as gauss said, excellent choice for a modeling project. I have but one suggestion, just a random thought that occured to me when I saw that sexy beauty render. The model doesn't seem to convey the epic/ancient feel quite as well as the structure it's based on. So I…
i like bits and pieces of it, tho its a bit random for my taste, no real structure. the hi hat seems a bit harsh and detached from the rest of the song. heres a dir of random music snippits from me, nothing finished, but just a lot of junk i've made http://www.tmhunt.com/sounds/ i think you need to work a lot more with…
Poop: I know what you mean. Part of it is because I make most of my models poly by poly(yeah I know, lol). The other part is exporting it to md2. I try to line things back up as much as possible but md2's with more than 1000 polys seem to distort slightly. Once it's in md2, I can usually get it straightened out, but yeah,…
given that you seek a job, instead of trying to learn tools without context, it may be better to choose a portfolio project catered for the job you seek and only learn what is necessary to finish that project. (doing this a few times) If you remember back to math in school when you just learn random math equations all on…
Great tips. I'll add my two pence as we were talking about this in the Greentooth Slack the other night. Here's some traps I see newbies fall into often: 0. This particular point may make some people rage, but are you ready to make a porfolio, and is your work worthy of being in your portfolio? If your work isn't industry…
okey doke. I came across this thread cos i'm currently exploring piping stylized assets through Substance designer/painter, to find a speedy workflow that will give completely consistent results while retaining a 'toony' feel. So i read through all of this to see if anyone was sharing some useful nuggets. Like everyone…
not that I am into unity, but it's nice that you release your lightmapper! I've looked into your code. And having written a similar tool for luxinia once, here is some hints towards better efficiency and higher quality results: raycast vs raytrace Don't trace from lightsource to object, but do the opposite. That is shoot a…
I'm starting this thread to track my progress on learning some anatomy. I'm currently focusing my work on environmental art but I like to learn stuff so I tought I'd start a daily routine to brush up my anatomy and/or character art skills. Started today with a "quick" torso, while following videos from digital tutors and…
So, there appear to be some big issues with running certain versions of Photoshop on Vista (moreso on 64bit). Add in the fact I'm using a Cintiq, and there's fun stuff going on all the time. Random lags, random laggg...crash. I think I have nailed down the problems with lag between tablet and PS, but still I have tons of…
Hello, I just registered here because I have created a material in unreal to hide texture repetition some time ago and shared it on the unreal forum(along with a sample project on GitHub). It's inspired by the stochastic texturing idea but uses a heightmap instead to create the final output. It triples the number of…