Hello! I created a model and mapped a very simple texture (containing of two colors) to it. Since the model is for The Sims 3, it must have more complex UV mapping (because you can apply patterns ingame). So I took the free standalone lightmapper called Gile, unwrapped the mesh and created an ambient occlusion map. My…
I'm working with some data from a customer which contains a strip of road that is 25 Miles long. I'm working on the entire road in a single file, but when I export it I only want to look at a small section at a time; say a quarter mile. The file has multiple objects and props in it, otherwise I'd just ProBoolean-Intersect…
For the past 3 years I've been working together with a bunch of friends creating our own little indie action shooter The Haunted. We won the "Make Something Uneal" competition in 2010 and have been hard at work on the retail version which was released not long ago. This thread is about the work all the team members put in…
These are some of the models I did for Rage. I spent about three years working on this game, doing a little bit of concepting early on and later modeling character parts. It's been by far the most creative and fun work experience I've had, a thousand smooches to Vitaliy for bringing me up as a freelancer. To explain the…
Bungie had a pretty cool talk about their hair production pipeline and tools at the last Siggraph, and they've finally put up their slides for it: http://advances.realtimerendering.com/destiny/siggraph2014/heads/index.html It's worth a look for anyone interested in trying to speed up hair production. The powerpoint file…
Hi, This seems like something that should be so very simple I am afraid of asking here. But how does one preserve hard edge/soft edges across export and import? Somehow for a simple export of following model, Maya Import will convert all soft edges to hard edges. Sure, it preserves the normal just fine, but I lost all the…
Hi guys, I'm going to render a stunning image of a sculpture. I want to use procedural maps such as Curvature Map and Ambient Occlusion. As you know, Vray and Keyshot both have Curvature and AO maps. But I feel Curvature Map in Vray is weaker than the map in Keyshot. Keyshot has curvature map contains negative, positive…
Good work so far. The armor is looking the most polished. Some of the UV mapping is a bit sloppy and could be cleaned up to help present the texture better. Could you post the texture flats so we can see the unwrap job? The face could use quite a bit of work and it is where I will center my crits: Hair: - Much to yellow…
There is a lot more to a portfolio showcase than final renders. There should be some context and information on your approach and workflow. Showing off a trash container is a tough one, although it is evidence that you can model to a sufficient standard. It doesn't really inspire the reader. You should choose pieces that…
Yep, it's just like the UV on the left of your screenshot. I've unwrapped planks and beams that way to contain vertex count in the engine, this is something I've read and heard everywhere in tuts. I've tried Blender's smart UV project function, but it's not so smart since it's basically a planar projection applied…