Well, for character animation usually you don't have the same kind of strict limits as you have for environment art, so it's a different issue in many ways. For environments, usually you have to pay close attention to reusing assets and materials/textures as much as possible, so you don't blow the memory budget or kill…
Looking good man, love the renders! I think some of the edges are hard and could use a bevel...especially around the flame gaurd and other areas. if the way i understand flamer throwers to work....which i may not hahaha.....it appears that you have the line under than main barrel connected to the tank.....i feel this is…
I think you've already got a good understanding of how this kind of anime post-processing works based on your initial post (a faint blurring on a duplicate of the lines layer, some glow effects on the flats, some color correction, and so on). But, attempting to recreate it on your own lines and flats loosely based on a ref…
http://badlyrecreatedanimatedfilmframes.tumblr.com/ "Take a still from a multi-million dollar animated film that required thousands of man-hours to create and replicate it in Maya in 30 minutes" This blog is genius.
Thanks everyone for the kind words and the great questions! Let’s dive in. Working in VR is truly like walking on a razor's edge. It’s a technical hell where every decision must be calculated ten steps ahead. Performance requirements (high resolution across two displays + high frame rates) leave no room for error, and you…
on my laptop. doing some character animation with the low max rig. at 55% cpu usage and 33% memory usage i am only getting 10 fps. help? I'm leaving to work so i will check for answers tonight. using max 9 btw.
* Three days and I am trying to get clean normal map bake, but I did not succeed, I do not know why using 3dsmax 2012 and i searched for a good Viewport shader but I could get one, or perhaps I should say i couldn't get good shader what about the Shaders ?? i know there are many shaders around like (xoliulshader) and (3…
this is gonna be my first shot at PBR, I read a lot about it but never actually played around it. This is gonna be showcased through UE4, and probably playing around metalness workflow. You can absolutely critique my work. Feel free to do so :) About : Okay so my goal is to get to know PBR and its workflow. My goal is to…