There is a lot being said here so apologies if I miss something, however Scott Eaton's Anatomy for Artist's course is one of the best I've ever taken. Anatomy is extremely important even if you aren't sculpting bodies at your job because everything a character wears sits on top of the anatomy and certain shapes will be…
1:1 pixel crop (open image in new tab or save to see), 4 direction photometric stereo + 1 frontal lit photo. Shot on a Canon 7D (18 Mpix) with not so sharp Tamron Zoom lens. Your photogrammetry looks fine, albeit a bit noisy, and doesn't capture the subtle normal details that comes from photometric stereo even with only 4…
Yeah that's the one thing I'm curious about. While the game by no means looks ugly and really is a treat, it is slightly strange that some interiors have really nice lighting and dynamic shadows going on whereas other sections are void of any shadowing at all. My guess is to keep the fps up, although surely one light per…
Recently there has been a lot of people on google+ hanging out and screen sharing. Whenever somebody is baking out/using a bent normal map a lot of questions get asked about what they are, what they do and how to use them. I thought i'd put together a small bit of info on them and what i normally use them for. If you have…
Further progress. Added in the side panels and some of the smaller decorative details (fuel cap, vents etc.). Maya, for some reason, won't let me boolean out the shapes of the windows so the frames are still partially obscured by the main shape of the body. Gonna putz with a little bit more Hi-Res detail tomorrow and then…
Since we're on the subject here of UK developers, can anyone point out studios that are within a few hours train ride of London? I'd like to spread my net a bit, since actually getting to the UK is something of a rare treat for me.
map it as you did but instead of having them separately you can just move them on top of each others so everything without bird shit uses the same texture space. right now the smaller lanterns got 8 sides total. let's say two of these need to have bird shit.. different bird shit at that. you'd have to use 3 "unique" areas…
Thanks Saso, I shorted up the wing a bit! Had a bit of a Doctor Who marathon so I had a bit of a lazy day. No spec on the engines(doing that tomorrow!!!) but I got it to look like space. My first though was, how is it lit up in space? Then it popped in my head no one at bioware thought of it so why rack my brain over…
It's not about any specific map. It's just about having a pattern or texture with enough contrast so it lets you see what would end up being individual pixels in your target resolution. For example, a checker map is procedural, but if you tile one checker pair 1024 times, the indidivual squares will be equivalent to 1…