@Fabi_G @Benjammin Thanks for the response! Yep it is the Grayscale Conversion generator is what I'm looking for. It works as expected. Didn't expect it to be a generator instead as filter. As a side note, yes you can use Levels filter but only isolate the channels to modify and not necessarily isolate it to appear like…
@sacboi Thanks! So at a high level, these are the various techniques I used throughout the modeling process: - Traditional SubD (Max/Maya) - 2x TurboSmooth (Max)* - OpenSubDiv + Crease (Maya)* - Boolean + Dynamesh (ZBrush) - Boolean + Voxel Remesh (Blender)* - Decimate Planar for low poly (Blender)* - Decimate SubD for low…
Basically what he is saying is you want squares that are generally the same size. You want the flow of those squares to follow the general anatomy of the object. ZBrush has never responded well to triangles, but it's usually almost impossible to avoid them. And no N-Gons (polygons with more than 4 sides). "Kite" and…
Yea, you should continue atlasing your textures wherever possible unless to do so would negatively effect your texture memory budgets, whatever they may be. Like if you are doing a building and it is part of a large city environment, you might do all of its windows and bits and bobs on one texture, maybe that texture has…
The first thing I noticed was that you're missing a pair of legs. Insect animation is generally straight forward - move two legs on one side and one leg on the other, then switch, always keeping 3 legs on the ground at all times. Spiders are much more complex, and interesting, generally using the front pair to probe and…
Yeah I understand this generally(not as well as CB of course) but still, I dont think that is cause for giving out general advice of "dont use rectangle textures" or "dont use anything but 512x512" =P Generally, your tech team should be majorly involved in this and tell you what is optimal to use with your specific tools.…
As far as I know, there aren't universal rules when it comes to compositing. The only thing that matters is your artistic eye, your taste. However, generally speaking: - shadows, ambient occlusion and cavity should be set to multiply; - highlights should be set to screen; - diffuse = normal is ok; - the main purpose of the…
Hi, this is going be a bit blunt.. If you're looking for a position as a environment artist, it's generally best to focus your folio to that. So I would take out your character art as it's quite weak. Your environments could use more work in general. Your work doesn't compare enough to what is being released right now for…
During prototyping we establish a basic visual style through the production of lots of, well, prototype assets and shaders exploring and demonstrating the ideas for the visual style. As the visual style starts to emerge we begin to focus in on it and at some point it gets soft-locked. Then, later when we enter…