I really like what Slosh said.... I'm not a character artist but when I see what is being made by my co-workers you are far from your goal of landing that first job. I really don't mean to be rude or wtv, but you should work on textures/materials of your characters, like that goblin in your portfolio, the Zbrush is…
Confusing vague question :D , Umm You asking how you become a Designer and than went on about Designing Games ( i hope I get this correct) . 1. Designer Designer one who design anything everything are your Industrial Designers for this one you need solid perspective drawing skills plus keep knowing about the new…
yes!! sorry for the wrong spelling. =\ I was also talking about not so human like mouth. Say for example if you are making a character who does not talk in game at all but roars you will just leave cuts on the face where mouth suppose to be. You mean to say that I should construct the regular mouth and than modify it?…
some changes update, getting closer to finish it (actually have to) www.renderhjs.net by default for now the html version is the default that will be called on the domain call. But as soon as I fix some loading and navigation issues in the flash version I will place the flash version as default. For serious job…
Hi Couldn't find any threads about this. It's a small issue/question. For people who use Peel Mode in uvw 3dsmax 2012 or higher, is there a way to prevent max from making an initial deformation on the uv island that you select? (Quick Peel / Peel Mode) Typically I'm happy with my UV shells and only want to use Peel mode…
Hey guys I have a simple shape that I am UV'ing, while i know the current UV layout will work for what I need to do. I'd like to see if i can learn some tips on cleaning up my UVS this is the shape these are the UVS some of the issues that I'm facing On the image on the left, the UVS are rotated - everytime that I use…
Hi guys! I've been stuck on this stage for so long, I have my retopo blouse with UV, I added thickness in maya (I have subdiv 3, added thickness with Local Translate Z in my case 0.003 and divisions 8) I splitted front and inner side with "Create UV shell" (image 2) , added it in Zbrush and click Reconstruct Subdiv then it…
I did another uv re-pack and to get better texel density and and did another texture iteration First I grouped the uvs of different parts and scaled them so important parts of the model get more texel density and less viable or hidden parts get less. When I do the final uv packing with unfold 3D I make sure the shells pre…
First thing that stands out to me is the UV layout, it looks like it could be much more optimized. At the moment there are a lot of small shells and valuable texture space going to waste. Most rock assets similar to this can get away with just a couple UV shells and seams that can be cleverly hidden along natural edges and…
Hi @Jerc padding and dilation is the same thing right? extending your uv pixel edges on the texture to avoid nasty mips? Well the output that I got with even No Padding option selected is still have full padding as if I select Dilation Infinite option. What I'm trying to export is a texture with padding and uv mask (like…