I think probably he meant there isn't enough variation and definition around the eyes. The upper and lower eyelids wrap around it evenly almost like a circle without much hint of fat or tendons causing variations, but at the same time the eyelids aren't quite wrapped over the eyeballs shape, they're sitting around it. The…
Hi Everyone! THREAKS is searching for an experienced VFX/Tech Artist to help us with designing a stylized world for our next big title. The game will need a variety of real-time tech solutions for water, lighting, sediments, shaders/materials and a variety of effects. Alongside the effects work we are a studio that values…
1. Introduction Hi! My name is Mark Vives, I'm a junior 3D artist from Barcelona and I'd like to share how I build a street of the Mount Saint Michel, a beautiful fortress in the north of France. I chose this place as a reference because I love its architecture and I thought it would be a good practice for an stylized…
I've been working on this scene for a few months, had a month of mentorship with Mak Malovic a month ago, and finished a month with Josh Rife just today. Starting to get pretty close to the polishing stage, definitely need some texture refinements all over the place and some more clutter objects. Anyone have good tips for…
Hi guys, I have a question for you! Often I'm checking out my HUD stats in Maya, particularly the UV stat, which is more or less the poly count you get in Unity when importing meshes. I recently discovered the ability to delete individual UVs in in the Maya UV Editor (quite by accident--I use my UV Editor to make otherwise…
I wouldn't do it that way. If you need to transfer a TS normal map from one lowpoly to another, the only way would be to convert the map to Object Space, transfer that, then convert to TS. If you simply transfer the TS using regular projection/transfer algorythms made for diffuse transfer, it simply wont work. Now there…
Hey folks 👋 I wanted to share a new project I’m working on: a creepy old house environment for my indie horror card game Desecrated Deck (Steam link below if you’re curious 👀). I’ve been doing hard-surface modeling for many years (props, hardsurface, clean shapes — that kinda stuff). BUT… I’ve actually never fully finished…
Looks good but I have a few criticisms. I'm not a pro so don't believe everything I say. as far as the model goes (maybe not relevant to you, but whenever I make a texture I make sure the model is optimised) the smoothing groups are a bit odd in places (cannon, metal pipe). you're also using a normal map but you didn't do…
Hi, I am writing a shader where I apply a displacement map on a surface. I am using a plane for the surface. The problem is that I want to turn the normals so that they face away from the surface after I apply the displacement map. So I created fake vertexes so I can calculate the normals, but the problem is that they dont…
Hi everyone. I found this Greentooth easter egg in Splinter Cell Blacklist about 9 years ago. It’s hidden in a painting in the Benghazi mission and only appears using thermal vision. I never saw this mentioned in any official Greentooth lists, so I’m sharing it here. Video link: https://www.youtube.com/watch?v=bsSX21weeJk