To enable post processing and bloom you'll need to create a post processing volume. Once thats done you can control the intensity. Have a look at the levels and locate the post processing volume, double click and the menus will come up. As scott W said, the criteria that is mostly affected are the emissive maps and…
About baking, it actually is baked. The renders are w/o any sort of shadows or lighting used. I typically bake a plain white texture, tweak it and use it as a new layer in photoshop. I usually use it only at partial opacity (70%) since any more than that and it seems to have really dark shadows ingame. Thanks for the link…
*Thank you to everyone who applied! We’ve successfully filled the position and are no longer accepting applications at this time. We will reopen the posting whenever we have new openings, so please keep an eye out for future opportunities. We really appreciate the time and effort all applicants put into their…
In my experience for character blendshapes the principal or lead character artist will create the benchmark blendshapes and the pipeline along with a tech artist to support on setting up the tools, and the character art team will use the pipeline tools and benchmark assets to create the blendshapes for their individual…
Day 10, real ref day! I'll sculpt this lady today :] Started up at around 10:25pm! at 11:20, i took a two minutes break before putting down the final touches, and being done at 11:25, meaning this took exactly one hour. Phew! Here's the result :D Now, while I did get the facial features super close in front view (I…
Hi, I'm stuck.. I painted a grayscale height map texture on a character (like muscles) and converted this grayscale texture to normals. The problem is when I do it by converting b/w texture to Normals with NDo I get terrible Seams on UV islands.. I marked the area on uv layout where those parts meet. Pls help. I tried…
Hi, I'm stuck.. I painted a grayscale height map texture on a character (like muscles) and converted this grayscale texture to normals. The problem is when I do it by converting b/w texture to Normals with NDo I get terrible Seams on UV islands.. I marked the area on uv layout where those parts meet. Pls help. I tried…
Whenever i export my model from 3ds max into zbrush I always get the triangles exported w/ it so when i divide my model gets really messed up. Ive tried exporting it as polygons etc. but that hasnt really made a difference if someone could help me fix this problem that would be great and if you want some pictures of what i…
Hey everyone! * C R I T I Q U E S - W E L C O M E * <3 I'm just going to kick this off with a character I've been working on to throw in my portfolio. It's based off of this concept art by Sergi Brosa. And here is roughly where I am. Moved most parts from Dynamesh to actual Subdivs and am trying to get the forms and feel…
Francisco Cruz III here w/ a long awaited reel. With a recent layoff, I've spent the past week rendering like a mad man to get this reel done. All modelled in Maya, rendered with Mental Ray & Hardware render. Post & Composited in After Effects, Some editing & slapped an audio track in Premiere. Enjoy! [ame]…