Alright, attempt number 2. I am liking this a little bit better. I am going to do another sculpt except this time focus on smaller detail and remove the large scratch. Also played around with the blending of the terrain textures. I also redid the base mesh of the rocks and added much more geo to give it some surface…
You can't blame publishers and developers for that - they are simply trying to make their product widely available. If anything, blame console manufacturers competing for the home market with two nearly identical product offerings for 3 cycles in a row. I don't think anything "can be done" ; and I'd personally rather see…
This is impressive. My one critique, is that I think when you're portraying actions, use fewer frames, but more dynamic poses. The trick with motion graphics like this is to really let us infer movement, because it can be jarring to have a character switch poses so abruptly in a single shot. I'd also keep the use of the…
The video you linked as your inspiration falls in line with a general misunderstanding you have. Pixar quality animators exist in the games industry, but games require a much different kind of animation. Every shot in a film like Toy Story is key-framed from scratch, whereas games rely heavily on canned body mechanics that…
metal flake paint is a two layer material. The bottom layer is a glossy reflection with a slightly darkened diffuse color, the top layer is a clean fresnel reflection. You can do this in real time a few ways. The easiest is a broad low intensity specular highlight to simulate the flake layer and then an HDR cubemap ontop.…
Realplayer is like Quicktime or Acrobat Reader, you don't want to install that bloat-, toolbar- or adware if there is already something better and opensource/ free out there. People having those installed are usually less informed about tools out there and usually the ones that don't notice the added toolbars in their…
You need to get yourself educated on the lingo! :) All of these things you are talking about are part of modeling. Except rendering. Rendering is a whole different thing, but there is no point worrying about that if you have nothing modeled that is worth rendering. UV unwrapping follows your modeling. You aren't going to…
Hi Robert, Thanks for sharing your work. Let me start off by saying your work has potential. Here's the advice I would offer you: 1) Drop the shaders and do a real texture pass on your models -studios want to know you can run a model through the full pipeline -if you have no textures for the model, a nice clean zbrush…
The gif is really fast, its about 180 frames and i rendered it out to skip 3 frames for sake of file sizes. And then I must repeat what i learn here to another set of Aura FX's. I think I understand what you are saying.. hmm.. I will give the rigging it to a bone a test soon.. in the meantime, if i were to just have the…
Triangle, vertex and so on count on single meshes are just irrelevant on modern hardware. GeForce GTX 660 can grind about 1 bilion tris/second. So as long as single frame won't exceed 100mln triangles it's good to go (;. The real issue is amount of unique objects per scene. On PC because of software overhead maximum amount…