Our Source mod, International Online Soccer: Source (www.iosoccer.co.uk), is currently seeking a texture artist to help create a new set of crowd textures for us. Our currently textures are fairly dated and somewhat cartoon-like. We're looking for something much more in the vein of Fifa…
Day 131 of #360daysofart 🤍 I watched two tutorials (Dom Designs and Graphic Hunters) and experimented with various colour combinations. 🤍 I conducted some research on trends in logo design.
Hi Pola, as of just now I released ShoeBox 3.2.0 download available at: http://renderhjs.net/shoebox Version 3.2.0 has the kerning all working and implemented. I am actually quite proud of how this now works with its all automated optical kerning with quite nice results. In the settings panel you can define whether you…
Thanks Michaelf, that seems to have worked fine. Thanks, Gnoop. I tried that but it caused some issues with texture blurring in the later steps. My workflow ended up looking like this: Photoscan to ZBrush Workflow 1. Export model to .obj (.FBX export with textures works until the end when the textures appear to blur, so I…
Don't give up your day job. To figure out which is the right choice, you need to know what your chances of getting into Dota are, how much you would sell if you get in (total payoff), life of the game (assets eventually worth nothing), and the amount of hours you must work to complete an asset. If you only have a 2% chance…
RPM measurement alone is only important if you like watching things spin very quickly. Actually noise levels are what is of interest/concern, measured "against" RPM. And that is only meaningful if we also know what kind of performance we get at that rpm ( thermal performance or perhaps energy/$cost ). Silver Arrow…
Over the past four years, Blue Castle has brought together 160 of the most talented minds in the industry, shipped three titles in the process (The BIGS, MLB Front Office Manager and The BIGS 2 all published by 2K Sports) and are currently working on Capcoms Dead Rising 2. We have lots of new exciting work to be done,…
Hey guys, First time post so I hope I am in the right place. I just finished up a small document with a workflow for seamless baking for multi-tile UV maps, I am currently using this for my characters, let me know if this helped or if you have any suggestions. Thanks, TRAK. Multi-Tile UV Seamless Bake Workflow This is all…
its not clear to me what the problem is from the pictures, however if this is a game model i'd question the use of corrective blendshapes in the first place because I don't think you will easily be able to transfer it to your game engine. But more importantly, for bending of the elbow you should be able to accomplish it…