Even though you're snagging for compliments (as I find myself accidently doing from time to time myself), there's still a few suggestions I'd give. Coming into 3d is devastating, as I'm still in the developing process as well. From the sound of it you aren't too satisfied with your current models, so why not take the time…
LS: Yeah if I were in a serious debate about something, simply throwing up years of experience would be a poor substitute for clear explanations. But I'm talking to oxy which has always been like talking to a child in the past and I've found its never worth explaining colour to the colour blind. Trying to explain that a…
Outside of some very specific cases your sculpt will likely have zero relevance to the creation of the actual blendshapes. In other words, let go of your focus on the "pretty highpoly sculpt" and put all your attention on the lowpoly model, which is the *actual* asset at the end of the day. 99% of the time this is the…
Jeremy-S: I took a quick look at your website and I think you could finish out a project with this, I would hesitate to say that if you were trying to rebuild texas in Unreal :) I did do a couple of initial test with DX shaders in max 2012, I had to revert to Direct 3d for the 3 point shader, and when using the 3point the…
I think you've got this misconception that modeling solid, seamless meshes without loads of intersections somehow saves you a lot of tris. In reality, thats not so much the case. Here are a couple areas: A: This whole area is a mess, you've got what, 4 or 5 chunks intersecting here? If you merge this together and got rid…
I'm a big halo fan and completed 99 weeks straight of weekly challenges in reach (I moved country and missed hitting 2 years, 104 weeks :( ) From what I've been seeing from 343 in regards to making it more competitive and having smaller maps, things seem to be looking up again for halo! (the BR!!!) However I still see a…
In the year 2000 my geeky friend from the graphics lab in college was always touting the supposed superiority of Macs. (We were working with Maya pre-Windows on SGI 02s) We had some PC video editing suites with Premiere, and my friend decided to show us all how the Mac was so much faster at rendering the same Premiere…
I'm not at all a fan of Anita Sarkeesian (doesn't have much to do with her message, I just prefer action over talking about action), but I think Makkon touched on one of the most important points earlier - it's not just her life Anita needs to think about when these types of threats come in, it's the lives of any…
This is not a popular opinion but I don't believe in cavity maps going into specular. By manipulating specular you are reducing the refractive index of light hitting the surface which completely breaks the notion of having a physical basis in the first place. Instead, use Unreal's awesome method of adding normal…
PredatorGSR: OK, you're right, that greyscale texture you've got from the XNormal plugins really doesn't look all that useful. I dunno if there's some settings you haven't got right (maybe invert green channel and see if it comes out better?) but here's the results I'd expect generated from CrazyBump: Hope you don't mind…