Per, Rick, and Eric.. thanks! While I have definitions for the words in my head, can someone else state what these mean: Batch & Drawcall. I will put what I think they mean as I am sure its wrong. "Batch" -If a model is duplicated a number of times and its material isn't changed then they're all apart of the same 'batch'…
i wouldn't get too hung up on definitions because its not standardized so everybody has their own ideas what things mean. Maybe you could show examples of your own process and describe the major steps that you take? What is the goal for each step? Why do you do the steps in such and such order? In context of a head sculpt…
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umm, sort of. if you ignore the neural bullshit it's doing the same thing your standard offline hair rendering does. You define a small number of guide splines and it fills in the gaps - in that sense yes, the artist defines the volume and the machine does the rest. The harder problem is transferring that principle to…
Hey to all, I was wondering if anyone had a good naming convention or terminology system I could use to name the ARGB channels in my Gloss map (and use them as Masks if desired) for artist friendly reasons. To give an example of what I mean: +Diffuse+ =Enable Diffuse Roughness (Oren-Nayar)? (User defines if they will use…
dang thanks a ton for the kind words, everybody! :D Dylan: I'll definitely try and do some more gestural stuff, i think that's really useful to capturing the character itself (and getting some ideas for poses later on) Joe: you're a champ man, thanks for pointing that stuff out. Hopefully I addressed what you meant but…
Not really splines, but you could do that I suppose - build a spline and convert it to a Emesh or Epoly. My initial method was to be more like creating a cube at each cross section, deleting the top and bottom faces, then shaping the cube into a cross section. Then you connect all those cross sections. It's hard to put…
Hey Taylor, There is a few subtle things I get from the reference that give it some "oomph" that I think your scene is either missing or isn't executing quite as well. Overall, to me, if the reference is 100% you seem to be at 90%, but that last little bit is the difference between an environment I just travel through to…
i'll echo EQ's comments about spec levels & not going overboard! Not everything has to be shiny, or at least flawlessly shiny! some tips: - as EQ mentioned, work Diffuse & spec simultaneously. I will sometimes take the diffuse to about 60% completion, then start honing in specular stuff. When i go full on in both however,…
Interrogator_chaplain I find that having a good alpha definately helps for creating grass. Once you have a good texture you just cross them a few times over. In my case I have 12 polys crossing each other some larger and some smaller. This way you have some variation and it isn't all the same. My grass is probably too high…