It looks really cool to me especially when things fly in the direction of the camera. Some sort of fast implosion before the big last explosion would also look nice but I am no astrophysicist to know what would be the most probable realistic look of this :)
Odium : that's not a reason not to be efficient..less is always best, and anyways, the model won't be seen very closely, the game is quite fast paced...unless for your own pleasure, why would you want to waste ressources ? especially when the model looks as good as this one ?
Hey all So we're having this problem with a CAT animation. It has a 95-frame animation, and it seems like there's some extra movement happening after frame 95. There aren't any other frames beyond that. The movement also seems to begin slightly before 95, so it does affect the actual animation, so I can't ignore it. I…
I've been on Modo for the last few years and am moving to a new roll next month where I'll be the only artist and moving back onto Maya (will be super sad to be leaving Modo :( ). I have used for a few years before jumping into Modo so I'm hoping the transition will not be too brutal. It looks like a fair amount has…
Hi I'm using the X-ray tools for s.t.a.l.k.e.r I would like to save the individual animation sequences. The rollout has a list of animation names, a load animation and reset pose button. I inserted setclipboardText AName inside xrTools.LoadMotion.ms which copies the loaded animation name to the clipboard next I want to…
Hello all. I'm finishing Character modeling project and I'm setting up my final renders in Arnold Maya. Any feedback regarding composition, lighting, errors, or anything else you notice would be greatly appreciated. Here are the renders I have so far: https://www.artstation.com/artwork/xDRB1E
I never worked freelance before and today out of the blue I got an offer from an outsource studio. Panicked a bit first and I'm definitely excited. I'm frantically reading through all posts regarding freelancing (since I actually didn't plan to start with feelancing already) and how much to charge and so on and so forth. I…
Hello Polycount. It's been a while since I've posted here It's been more than a year since I left Lukewarm Media working as a 3d artist for Primal Carnage (Art Thread Here). I've been working on a personal game project for the past few months, and it feels great. I was originally building the game in UDK but the switch to…
So as it pertains to game design, which is worse in a UV layout for memory issues? Or does it matter? Reason I'm asking is because I've got a bunch of archway models that are all going to use the same texture. I'm trying to reduce the memory footprint by throwing them all on one unwrap but I'm wondering if this is actually…
Take this with a grain of salt as I'm not a technical artist, but at least in 3ds max, you indeed have face normals and vertex normals. Maybe you can think of the face normals as the actual geometry (or purely in which direction a triangle (maybe polygon) is facing. That's dependent o the vertices, but not the vertex…