Thank you so much for taking the time to give such detailed feedback! :) I really appreciate it, it’s given me a lot of insight and clear direction for how I can push this scene further. I know feedback like this is one of the best ways to grow, and I really appreciate being able to learn from others with more experience.…
Hey guys, I edited together a video with some of the design work I provided to Infinity Ward for Call of Duty https://youtu.be/6g2wsWR1POo Figured I'd share it here! More stuff available on my website and artstation: www.mikehill.design https://www.artstation.com/artist/mikehill Cheers, Mike
Hello, I wanted to share my recent personal project with you. Kylo Ren lighsaber. It was susposed to be a "game ready hero prop/weapon". The object is 11k tris, and uses one set of 2k textures (PBR). I would like to hear your opinons, and critiques. model
re: mRigids We are in a long-term joint development effort with Nvidia, so go ahead and get that GPU... BTW, one of the beta users created like 25,000 spheres and simulated them bouncing in a box sort of like you'd expect from a fluid. It took 1+ hr to solve the animation, but the fact you could do it with 25K objects in…
it's worth keeping in mind that mirroring on characters, although it fantastically juices more from a texture, too much will impede texture variants. for characters that utilize a component system that swap out chunks of geo, like in Dota 2, it makes sense to atlas out regions like this especially considering its goal of…
Am I the one that thinks the front handle looks weird? It looks like it should connect to the barrel somehow. The way its shown here makes it look like it could just snap off very easily.
via artstation or gamesindustry.biz or other sites I follow the various job recruitment posts for CG games related stuff and it seems like the studios in my region ('the UK') are constantly recuriting? the hell is going on? do they take on staff on a 6 month basis then dispose of them or do staff run away, are they just…
I'm learning normal map baking i started from some simple objects and i moved on to something more detailed objects i used arnord and i got something like some weird artifacts.. more clear here this one is from substance painter i don't see anywhere here but when i render in maya that happens first i thought it could be…
https://youtu.be/mIe0ApFTmr8 Some people still do trees like that and I think they are better looking than many naive style Speed tree ones that I saw in many games. With noticeable switch into even not multi angle imposters but rather single plane builboard Although I have no idea how the shader is working there. Seems…
I've recently invested in 3dsmax 2015, mostly it's nice but I really cannot stand how the viewport navigation now works. Whenever I alt+Mouse3 the camera seems to pivot around something different and nonsensical Is there a way to set the viewport mouse3 pan and pivot to behave like it did in older versions?