The hulk for the Avengers movie was based on 3D scan data of the actor, but with manipulated proportions and detailing. If your management thinks they can save modeling time and money by making artists start with scan data, even if you're making a demon, they would likely do it if it fits the art style. Small studios can…
@dschmidt3d: Awesome point about the basement scene. I'll see what the problem is with the material and get another camera shot. I know about the glass bottles, at the time I was not able to fix them. I left them as a mistake/inspiration to learn how to produce better glass and liquid materials.
Bit of an update. After looking into quality hardware raid cards I came to the conclusion that I could just buy a pre-built NAS solution for a little more. At this point I was sick of all the research and everything so an already built solution seemed great. I picked up: Synology DS413j:…
Reposting from other thread: How I would approach this. 1. Model out a road,sidewalk 2. Look into texture blending and decals 3. For the puddle, create a material with reflective properties 4. Create another material for just the road (i.e no reflections) 5. Use layered materials so something like the puddle appears dried…
Quick impression crit: I'd say the header is too big. You have about 10 images, if that, altogether on the site ATM. You should just bring everything onto one page. Whether its the front page or a linked page. So there is a lot less clicking back and forth. Maybe when the DS2 and WH images released you can have a seperate…
I'm not sure if this is what you're asking exactly but adobe camera raw or any raw converter can adjust exposure in stops like you would for bracketing. So just take your medium exposure, and then do a -2, and a +2 and save them all(though you may need to kill the exif data or else it will confuse your HDR app). How far…
Bobo's DS2 weapon sculpting tutorial is great. Even though it is using ZBrush, it shows a good setup of topology for exporting from max. The goal is to have all the hard edges and shapes available when you bring the prop into your sculpting program. At that point you're just detailing. Also, take a look at my Stonecore…