... "to traditional 2D animation/illustration students who never touched 3D" TBH this kind of user feedback can be very misleading, as people unfamiliar with the regular ways of doing things will likely have a very high level of tolerance to convoluted workflows ... because of the fun of discovering something completely…
Hey Brandon! Sorry I didn't do this crit before. I wanted to, but given that I work at UbiTO, I felt like I needed to stay out of it all, even though I wasn't a judge of the contest.. This crit is entirely me, and in no way related to Ubisoft. I think you`ve really got off to a great start with this. The guys above have…
Unity 5 free + Free or a flat fee + Much ower costs after you release a successful product - Source code and access to beta versions aren't free - Free version isn't for schools or any commercial entity making $100k+ a year - Additional features cost you or force you to get a pro license - $900 a year x number of employees…
My thoughts: 1. win XP 32 is almost dead(near complete EoL). On the other hand it cannot support more than 3,5Gb of RAM(with dirty tricks). x64 is superior in all the aspects. Vista also offers DX10 and video memory virtualization(which is VERY important when dealing with big meshes... and xp64 cannot do this). Some shops…
I know Houdini focus has been VFX, I have few questions regarding cinematic pipeline. Hero characters, close shots UDIM-s etc. I know by the fact UDIM-s are used in films and often also on hero characters and in VFX pipeline. Main reasin is that you have more control over texture details on specific model. For example: If…
Well I'm not 100% sure I'm right when it comes to a PBR workflow, but I believe the whole idea behind it isn't necessarily whether it's PBR itself, but how the artist creates their materials. IE technically a color map for a PBR material would have little-to no lighting information in it if it was going for realism. That…
In the context of long thin triangles, it refers to the waste of shading processing when you have a surface that's not triangulated with care. As a necessary step, a GPU will process triangles in a way that is efficient when rendering the interior of triangles, but not so efficient when rendering the edges of triangles.…
I don't know, normal mapping is pretty janky, you'll learn a lot from trial and error, posting your F-up's here and getting to understand why they look horrible or your seams are showing, so don't think you need to be a normal mapping god before you start posting stuff. I'll offer a word of caution because I see you MIGHT…
Daz... considering how QA was treated, and the "quality" of food we were given when we 'earned' a dinner (which was only after "10 hour days" that were actually 12-14 hour days), and considering some of the individuals I worked with weren't exactly of any high caliber (mentally or socially), I can believe the comment about…