Hey All I to have the same problem, that being that i need something to get a foothold in the industry something to make mistakes ,learn and better myself and add to my CV. in saying this i have spent the last few months build design documents for a game proposition. In brief the game is a 3D indie puzzler, focusing on…
I actually thought I were pretty nice there. Side note, a Bethesda game will never actually fail in sales, just like how a CoD game will never fail in sales. Pros for Bethesda making a Stalker game 1. Larger areas to travel in, The biggest downside (besides the bugs) in the current stalker games are that the areas are…
Heya buddies. After many years of vagabonding and such I finally got my own place in the motherland and I've been desiring a tv for years and nows the time! Problem is I know jack shit about them. Well, I know the basics but I need awesome recommendations from super sexy polycount people. Maybe you techy guys can help me…
I'm rendering in Zbrush and want to export just the colored part of the hair, not the black background. Is it possible to export the render with a transparent background? I finally figured it out and it sucked the life out of me. 1. In Zbrush change the background color to white (255,255,255) 2. Click BPR Render. 3.…
Hey guys what's crackin? I am doing the Artstation Challenge and I am gassing out a bit. I am struggling with the lighting and don't know how to really push this to the next level. Seems to be a lot of pros doing the comp which is cool, makes me want to step this up. I've put point lights around on the pillars to see how…
Hi everyone ! I'm back to show you the new environment i'm working on. I'll try to feed this thread a bit more than the previous one :) Intentions I'm gonna build a piece of environment from scratch. An old temple's gate builtin a mountain. I'd like to include some ancient / futuristic contrast to the scene by making some…
So, I am currently trying to use 3d coat for all my UV needs. Normally, I just toss in my model and let the auto UV button do the rest. However, I am currently trying to get my low poly sword to have mirrored UVs in order to have more texture room. I've tried looking for such an option in the UV tab, but aparently there…
@lotet Thank you so much! :smiley: You're right, I was stressed out about keeping the edges pronounced at first, shortening the time to render it proper. Now that Im a lot less tense, Im attempting to reel it back in for day 11 and 12. Day 11. Practising more glass, trying to get that stuff hammered into that thick skull…
Because some apps and engines use the texture data otigin at top-left(Direct3D based) but other bottom-left(OpenGL based) and because ones use a left-handed coordinate system(D3D) and others right-handed(OpenGL). If the app or engine you're using to visualize the normal maps generated with xNormal uses the OpenGL's…
[ QUOTE ] - the door on the left looks like it's lacking some lighting/depth. It might be the inlaid square pieces. Try scaling them up a bit (they look small) and making them a bit deeper. - his left arm seems to bend strangely at the elbow, it needs a sharp fold inside the elbow like the other arm otherwise I love it.…