Hello again, So i've searched the net for what's the best solution for baking ambient occlusion, i've also found the thread here on polycount on baking maps, but to be honest i'm still a bit confused. Let's say I have a big level with multiple assets inside.(i have channel 1 diffuse, and channel 2 lightmap) 1.From what…
If you are interested, click on this link: https://apply.workable.com/breederdao/j/3C2815151F/ or you may reach out to ali@breederdao.io and include the title of the role in the subject line. We are looking for a passionate 3D Character Artist to breathe life into the characters and citizens of the BreederDAO metaverse. In…
Hi, let me share you some renders. The head sculpted in ZBrush and final images rendered in 3ds Max with Mental Ray. I painted detailed SSS textures to building the right skin shader. The head has detailed geometry with great edge flow that appropriate for facial rigging and animation. The character also was modeled in…
its not one mesh, its a modular building built from 30 meshes. I exported the building model as a t3d file and then re-imported it back into my main scene. This time however I noticed that it also brought in a package with the same name as the t3D file - one that I deleted last time without looking at as I thought it was…
OK, let's go through this: The CAF File is an animation, not a rig! CAF is the abbreviation for Crytek Animation File. What you need first is a CHR file (a Character) which contains a Skinned Mesh and a Skeleton. Once you have the CHR file you create a chrparams file (basically a definition file for the character's…
Well actually the more I play with it the better I’m understanding the brilliances of the logic. It’s frustrating as hell as I’m finding out, as only a handful of people seem to know the construct of the custom tag system being used. Something I think is a problem doing it the way I was putting it together is the…
Typicaly I don't see anything wrong with using a GI render for your beauty render. I'd also contain the texture flats, and a fully self illuminated shot off to the side. Just in case an artist wanted to see if it was just the render he could see otherwise. As far as the three point light system Re3456 this is the first…
FACS (facial action coding system), all the way, 100% best quality you'll ever do, works best with mocap and hand key'ed animation. BUT it really depends on what type of characters you're going to have and what kind of quality bar you're looking to hit. You obviously don't want to use a nuke to kill a flly so using a FACS…
I've never worked on a linear-narrative driven game professionally before, but I have spent the last seven years working on MMO's. With these sandbox games, I agree with Adam, the focus becomes about efficiency. Especially with a limited art team. The live team has to fight a constant battle of keeping ahead of the player…
awesome seeing these again adam. you really did an awesome job hey vrav! I (being a very hairy "he") worked on the initial stuff. both 2d and a little 3d. it was a lot of fun because they basically said "ok GO!" and work got done really quick. i really got to hand it too adam though this project really showed me how…