I'd suggest rendering out your objects with with mental ray (v-ray if you have it) and some nice lighting setups that create nice shadows. Also don't underestimate the importance of a nice clay shader. http://www.undoz.com/ I follow the idea above to get this one for my dude.…
I personally have Projects folder, it contains each work in separate folder. I use MAX9 Project folder thing to group file types inside of them, which is usefull when you don't want to group everything yourself. Second Folder I use is Textures which contains lots of References and hence the name, Textures, this folder is…
Do a google search of "Your site repels jobs" and you'll come across a game website article about why HR people throw away your site before getting to the art. The guy who wrote it works for a game company, so he knows what he's talking about. http://www.thejonjones.com/2005/10/07/your-portfolio-repels-jobs/ link for the…
they generate the light volume on the fly, there is no "baking" the way I understood the process. It is based on "reflective shadow maps" http://www9.informatik.uni-erlangen.de/publications/publication/Pub.2005.tech.IMMD.IMMD9.reflec/ read closely and dont mix up them describing related work, with the decisions they made…
Here follows a list of UK Developers, mostly console and mobile games but theres a few interactive tv and slot machine companies as well. I've left out audio companies and places that produce tools etc as Im trying to list places for Polycounters to get work. So I'd like your help in filling in the gaps. If you know of any…
the fake GI is evident.. try to add some AO to counter that light bleed, but not too much, maybe 0.5 and high radius. i cant tell but i lean towards thinking that the shadows are rtx. if thats so did you fiddle with the penumbra factor (i forgot what its called) on the light actor? it looks a bit unrealistic imo. maybe…
I think it should actually be forward scattering... most likely the light vector, L, on line 19 should be negated, g should be positive and set somewhere between 0.25 to 0.5. These values were obtained visually because the transmission effect doesn't really show up too well otherwise. I guess at the time I felt 0.25 looked…
it should show you something , en error message. "not enough ram" or something. if it doesnt it's rather something in the settings, axis mismatch maybe. I recall I once saved hi res as obj and then low poly target as fbx and they was scale mismatching Xnormal could be quite puzzling , It's hard to tell what's wrong. Try to…
Thank you Oglu its working now!. I switched my extraction map method to Subdivision instead of Raytracing, made sure to uncheck all import obj options (although there was no option for multiple group/single import) and I added an approximation subdivision editor. Not sure which of these changes did it but it works so thank…
disregard my last post :) I removed the top tier of faces from the base, creating a border around the cylinder of the base up to and around the edges of the steps, and then just used the cap tool, and welded all verts with 0.5 threshold. Seems to have cleaned it up and everything looks fine, other than the n-gon that's…