We've got more info here about those compression methods. Check out the PDF for a deeper dive, with nice pics. http://wiki.polycount.com/wiki/Normal_Map_Compression I call it Channel Packing. Nobody's got a final term though, lots of variants out there. http://wiki.polycount.com/wiki/ChannelPacking I've heard some artists…
i really did like day of the tentacle, it was hilarious!! will sure finish it without a walkthrough... here goes the plan [ read grim fandango pdf & play day of the tentacle] ....once finished them [ play escape from monkey island from oldest to newest] ....once finished them [ play grim fandango ] ....once finished them […
I don't see a real reason for using so many materials. Just group some pieces together and make them fit the uv space. You shouldn't export something with idk 50 materials for a game engine or something like that, it will make just way too many drawcalls for no reason. You can have quite a lot of details with even 1…
Yeah i was just using the concept for practice but erk i didnt even realise companies had policies like that. I figured most art tests are generally internal and part of an interview process but Splash damage have the concept up on their website, so i guess its OK? Idk I'll have to do some research :) @Praetus "Oh, that…
Thanks _Dmage_ Got these done today, and started making progress on the pod which should be done tomorrow. I messed around with the design for the light to give it a little more of an interesting shape. I don't now if I like how the light looks curved like that, so i might change it, idk. This is the pipe that is right…
Seeing that you're from Denmark it's probably easier to just immigrate. But you have the best restaurant in the world! (according to Anthony Bourdain). According to this latest industry survey (pdf pg 37, actual doc page 35) http://theesa.ca/wp-content/uploads/2013/10/ESAC-Video-Games-Profile-2013-FINAL-2013-10-21-CIRC.pdf…
Hey guys, so I'm rigging something that is bound to most of the upper body of a character but I'm afraid I'll be stuck doing trail and error for days just trying to get the rigging right, plus I'm unaware of how the upper arm twist corrective joints will work in game. if you guys could supply us with a few fbx animations…
Very cool idea for Azir! The head design is working great for this character. I think you could save some loops on his hands and feet to reduce the polycount. Same for the buttons on his vest, that could be done in the texture because they are not changing the silouhette that much to justify the use of extra geometry. Are…
another one and You've got all what You need - e-download , £8.55 , .PDF Chapter 1: Modelling the Head Chapter 2: Modelling the Torso Chapter 3: Modelling the Arms & Legs Chapter 4: Modelling the Clothing & Hair Chapter 5: Modelling the Armour Chapter 6: Mapping & Unwrapping Chapter 7: Texturing the Skin & Body Chapter 8:…
*****----update below****** Wires Haven't had a chance to optimize the model, so im going to work on that once i finish it...Also realized the top is kinda poly heavy. Granted there is more armor pieces and such on his upper torso, but idk...think its too top heavy? messing around with the lens effect-glow feature…