I've been trying to hone my modular skills a bit, so wanted to make a completely modular environment of a Philadelphia neighborhood. I've made the basic parts for a modular building so far. Keeping it super modular so I can reuse pieces and dress them up with ledges, shutters, etc, as opposed to baking those things into…
First thing I have to say is : Get rid of the demoreel. Seriously nobody will hire you nowaday with a video demoreel unless you are a fx artist or an animator. >Character artist, prop artist, environment artist and digital sculptor That's way too many things. Either be : Generalist/Environment artist or character artist.…
lets not let bitterness get in the way of decency EQ. No one posted that in your thread that wasn't sarcastically defending you so show a little respect in this guy's. It's not ironic or funny, it's a waste of space and a really lame joke. On Topic: The modeling looks clean (except for those circular indents near the…
I've never found a way to do this: Take a selection of objects and snap them them to a new point on the grid without grouping or changing the pivot for each object. In most cases, I'd really rather not disturb the existing grouping just to make a quick change, like expand a hallway or make room for some late change to a…
I've opened a mudbox file ive been working on and somehow the file decided to break vertices in a grid fashion along the whole model which is a plane. Its almost as if it broke the vertices of my level 2 subdivision level and carried that in the upper levels.. but my level 2 isnt broken at all. does anyone know the easiest…
@armians is correct. The guides are just a proxy to determine general shape and direction. Then use the kink/frizz/etc parameters to generate the afro. So you don't need that amount of spline guides from Zbrush, but just enough to approximate the style you want. The hair and fur mod does actually represent the imported…
I don't recall ever noticing that overlapping UV islands would get welded together on their own like that. Sounds quite odd! Maybe a way to go around it would be to move the UVs of the other part 1 full unit to the next UV grid slot. That way the parts will still be using the same part of the texture, but they won't be…
Awesome work dude! Looks great on the PSP. The designs look really slick with the semi-transparent platforms and such. Very sleek and sexy. The grid vehicles zipping by is also awesome - I think I'm going to steal that for my challenge entry :P fearian - yeah dude, 1024 tris for a whole environment is WAY lower spec than…
Thanks for the tip. I deleted the slideshow. I didn't know Photobucket was going to do that. Here's a better view. I'll try another angle with the wireframe mode, clean up some of the lines in doing so. I don't work on Sundays, so I'll probably be sitting here messing with it for some time today. I'll move my grid lines…
For BSP's its opposite you want to lower them to get better shadows. Don't know if you have tried that. What i would do is make sure everything has been snapped to the grid. When you move the lights, UDK goes into sort of a preview dynamic lighting though everything changes once UDk starts to calculate the bounces etc.