day one reading pipeline docs... :cold_sweat: day one blockout (feedback from artdir or client) day two proxy mesh (from this mesh you create the highres and the lowres version its near the final highress) day three highress final (feedback from artdir) day four lowres and uvs and first testbakes (going crazy cause nothing…
also the part were your art director/client didnt hav time to give you feedback that day so you had to wait an extra day pretty much making up stuff to do untill you get the feedback :P
Thats the revision where you tell them where to go isn't it? xD Thanks guys I wasn't aware things should take quite that long. I was thinking 1 day an asset. No wonder my textures always suck. I was rushing every step with no idea why the thing looked worse and worse rather than better.
@oglu Exactly ! I feel like there is a bit of a distortion going on these days, which is probably caused by some of the training material being released recently showing 3d artists improvising stuff on the fly. Now of course I absolutely love watching videos of artists jamming like that and producing great assets in a very…
really depends on the asset I figure, that and my experience with doing them or something like it before, like right now im advancing my external modular building design so I have been working with getting all my grids in sync, looking at the various modular theories, selecting a workflow, setting up zbrush tiling planes,…