okidoki Thanks for interesting links but still sounds like a toy not very relevant to actual game art production. Same as Metaballs. Rather an interesting toy. I am for example still waiting when Designer would get any convenient manual touching/finishing tools or otherwize Painter get something like node based level of a…
Hi Polycount, I've been doing a hard-surface modeling for this futuristic baton: I've begun working on a handle. However, Im faced with problems: Non-planar surfaces. The handle is supposed to resemble hand-gun handle. It's a tough geometry to model. so today I've been re-working the handle, because it just looked too…
So I recently offered to help a friend, who is starting a non-profit bird sanctuary, with their design work. I offered the help with the assumption it will be for no charge. I just want to help for the fun of it and build my portfolio. What I am wondering, from anyone who has experience freelancing, do you do things any…
Hey guys - So I have my mesh I've created in Maya out of 99% quads and a very small amount of ngons that I haven't bothered to fix due to the fact that I want to triangulate everything anyway. But once I triangulate my mesh, I get some weird creasing in areas. Going around the mesh and selecting some edges and softening…
Sorry if there have been similar posts, I didn't see anything in the search. I was wondering if anyone else is/was from a large state college, focused on general education, research and academia rather than art or design, and what you're doing to get yourself in shape for the industry. I chose my state's university because…
Sup. I though I would share these rendering results because sometimes its hard to find online. I just got the new i7-4770k and it cuts render times in HALF. Results: i7-950= 7m26s Xeon-X5690= 4m 48s i7-4770k@4.3ghz= 3m 31s I used Mental Ray w/ final gather here is the rendered image 1280x720: cheers
Hi! I would make sure the normal map is OpenGl and the texture sampler in Blender is set to non-color. If the normal map is DirectX, you could also flip the y-channel in the shader in Blender.
I've worked on linear and non-linear games and find that the linear games are more involved, and you work on far less of a total space as an artist. In my experience Linear:* Tasked with a specific area of a specific map OR you're tasked with a single map. You'll work on that map for the entire product of the game. Only…