Company Description Opened in September 2017, Ubisoft Bordeaux is a French AAA Studio responsible for games such as Ghost Recon, Just Dance, Beyond Good & Evil, Steep and the Rabbids. Ubisoft Bordeaux already has more than 200 employees and works with the studios of Annecy, Montpellier and Paris. In one of the most…
Company Description Opened in September 2017, Ubisoft Bordeaux is a French AAA Studio responsible for games such as Ghost Recon, Just Dance, Beyond Good & Evil, Steep and the Rabbids. Ubisoft Bordeaux already has more than 200 employees and works with the studios of Annecy, Montpellier and Paris. In one of the most…
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…
If you’ve shipped enough work, you’ve seen this moment: You approve a render. Someone changes one small thing. The final output doesn’t match what you signed off on. No one did anything “wrong.” But now you’re explaining differences to a client. That’s the problem we wanted to solve. The Real Issue Isn’t Quality — It’s…
@PaulJChris I would interpret it the way it makes sense most sense to you - it's interesting to see different takes on the same concept. I think everyone has to set their personal goals with this challenges (e.g. how rigorous to follow the concept). Sometimes diverging might benefit the asset in 3d. The metal frame missing…
Hi to everyone, my name is Alexandr Novitskiy and this is a short breakdown of my latest work “Lost Undead”. Project artstation is here. In this article we will talk about steps which can make your work closer to a very best result. Today we will talk about: concept, silhouette, texturing and cloth, rendering. I wish to…
i would try and focus on proper proportions before starting to sculpt in muscle detail, i have the same problem with trying to include all the necessary muscles before stepping back and looking at the underlying form. also, while your still learning i would suggest trying to stay at a relatively low polycount. basically…
Thank you! There might be an easier way than how I did it but, 1) I first created a Spline with the curvature I wanted. 2) Then I created a Cylinder with a PathDeform(WSM) modifier to follow the spline I had made. 3) After this step I go back to the cylinder and play with the diameter until I get the right thickness. At…
Hi @Ewan, looking cool :+1: Along the lines what dirtspacer wrote, I'd note that in regards to overall proportions the hall in the concept feels higher and more vertical. The top part of the pillars looks a bit too massive in my opinion. Here is a rough overpaint on the concept, assuming a step height of 20 cm. That's just…