I mean surface tools, spline based modelling and so on. You can't go to the extent of controlling fillets and bevels as unique components of an object but you can exert control over topology and maintain a completely non destructive pipeline if you construct it correctly. You can uv most of this stuff parametrically as…
Hey, some notes on this: The Cerberus example is not the most correct one out there. Don't take it as gospel. Your maps are not exactly correct: * You're marking paint as being more metal than the actual bare metal. Metallic = bare exposed (untreated) metal. * Your roughness contains color information, this is not used in…
Hello the model is looking good, my thoughts on it (for whats worth): a) the inside of the front fenders look paper thin maybe thicken them up a bit so they look like metal panels b) the model seems to be missing small construction details screws, welds, etc c) the edges that define the shape of the container that is…
Thanks for pointing that out anarcy! it really helped me to think about the character and develop him a little more. So here it is.... Abomination is the disfigured shell of what was a barbaric warrior on the quest for hidden treasures....treasures that are cursed. Due to his greed and the curse, it binds him to the…
Because they dropped out from doing actual episodes and they slipped back into becoming stand alone expansions, with more features and content going in to them than originally planned. It works for Telltale, since the structure of adventure games don't require you to make a game full of content that you'd need for just the…
you just _dont_ do quality assets for a proof of concept / prototype. they're made with as little art as one can get away with and everyone from the devs to the 'publisher' are aware that its placeholder. cubes ftw. to demonstrate intent for graphics, you do a self contained demonstration of intended visual style that…
Lack of time to implement/maintain the feature mostly. Also the fact that conversion from metal/rough to spec/gloss is feasible. We will bring back the spec/gloss shader in a future update. 100% accurate conversion from metal/rough to spec/gloss is possible. The opposite conversion is not always possible however, but the…
Art director / project manager / HR personnel saving your image with your CV to review it later can end up as, they would likely ask you for image if it was watermarked as weird as the ones you stress upon in this thread. (If the stuff behind watermarked layer is legit enough and appealing to them that is.) Dont you guys…
If you look into your normal map you see that the texture itself includes this "bending". The segments in the normal map should look the same from top to bottom in your example scene. My guess would be that you might have baked the map without any phong- or edgebreaks - e.g. a model with smooth normals. Afterwards you…
Here's the mel version, I modified it to work with multiple objects just in case. I didn't know about the curly braces thing with python, that's neat! Though in this case doing (myProjection = '.projectionHeight') would also work. $objs = `ls -sl`; for ($obj in $objs) { select $obj; ConvertSelectionToFaces; polyProjection…