NEOX...DEF the pants are coming back on!! haha...i havnt set up the smoothing on his clothing yet...there are some TRIS i need to take out...so doing that now...will update soon with some textures....im gonna be messing with some style test for texturing. thanks all!
You sound a little out of your depth and mental ray can have a daunting array of options for a first time user. This helped when I first started using it: http://www.jozvex.com/tutorials/fg.html Also, bear in mind that the quality of an HDR image is fundamental when rendering with HDR.
I would say my profession is scene assembly and rendering. And i havnt chosen it. There was a need in the studio that someone has todo it. First year i hate it. Now i love it. Be interesting in everything and take the risk to change the path. Every new skill makes you a better artist.
Thanks everyone :D Glad everyone likes it! I just pulled my linkedin together thanks to YBourykina. ;) Had forgotten about it. Had some freelance lined up but after NDA signing things seems to go to a hault. :/ So I am still looking for work. :D
So, so, new project going on. A bit daunting this one, but got to push myself :) From this concept, by www.karakter.de for Killzone: Shadow Fall. What I have so far, not sure how I am going to do the panel lines, model them in or paint them into the normal map.
Well like ivanzu said,you can use xnormal for what your using 3ds max for.it will do all the baking of the high to low poly mesh without you having to actually see the meshes.But i havnt used it myself so cant say alot about it.
Ooh, looking like a great start. I'm excited to follow your progress. One note: the torso looks a tad stretched. I'm curious how you will manage all the HP to LP retopo and bakes for this intricate of a model. That is what has always been so daunting to me. @Lou_
Looking fantastic! The deformation is looking really solid, im so envious lol! Hair has definately become the first thing I havnt enjoyed doing in 3d.. maybe I'll feel diffrently with creatures but its not something I can see myself spending alot of time on again ;/
Actually, the game engine you use makes a big difference! If it's PBR with a strong material editor like Unreal Engine 4, there's so many ways to reduce the texture size and memory it's daunting for tech artists. But for Unity and such, it might be interesting to look at mobile games optimizations, as their method is very…
I don't know if it would interest anyone, but I made a kind of tutorial about how I proceed to make my offset mirroring using uvlayout. It personnally greatly simplify my process as I was mirroring and deleting polygons inside 3dsmax or Maya, and find it quite daunting comparing to this.