In my opinion there is no such thing as "stylized character artists" or "realistic character artists" especially with no experience There should only be "character artist able to deliver great characters no matter what challenge is thrown at him" You've got dudes known for a particular style but usually these guys have 10…
Good start. Yeah it will lose its shape. To get around that you have to re inforce the edges you don't want to move. This will be a step one of your high poly. So you will want to export your low poly mesh before you edit it, or like some people. Actually re make your low res after you make the high res. (they do this…
Diablo 3 is a bad example. Diablo 3 had HUGE PENT UP DEMAND, basically a starving audience of diablo 1 + 2 fans had accumulated over many years. Diablo 3 even if it was absolute garbage would still have sold a lot on name recognition alone. I compared a toony style first person shooter (borderlands) to another first person…
Sorry to dig this up from so long ago, but just to re-iterate, from my exp and perspective, It IS right. I've seen a LOT of character art tests in my career so far and its an overwhelming bias to one side im afraid. Many of the unqualified applicants arent unqualified in terms of experience or education - hell some of them…
I did a quick test with a FBX file made in Modo 501 with the latest December 2010 Beta version of UDK. There are some issues: 1. Smoothing groups appear transfer over properly with both FBX options. That's good. Unfortunately with Autodesk FBX the vertex normals appear to be messed up somehow. 2. My object has 2 unique UV…
During the first phase I wanted to create a block out of the level and create a basic level design to get the main areas I would need to focus on during the development. Initially, I thought that I would incorporate my level design into a landscape using satellite height data. However, after a few tests which were…
So here's a quick description of how to work with the new textures of this shading method. You can see examples of these textures used for the "Rusty Paint" in the original post. [size=+1]Albedo[/size] This is just like a diffuse texture you are familiar with. Remember only to paint the materials color, not light…
Update!macroScript ScaleTocategory:"_Modification"tooltip:"Scale To"buttontext:"Scale To"( local xlength local ylength local zlength local target local ratio try (destroydialog STrollout) catch() rollout STrollout "Scale To" ( local oldPanel = getCommandPanelTaskMode() group "Reference Axis" ( radiobuttons rdo_axis…
I think there is a problem in "step 2" for naming convenction ... I realised when I started a new proyect in SP. see the image . I ve exported all the FBX pieces (lowpoly pieces) in a temporally file to work with it (in fbx's blender exporting tab) , it is ok... in the step 2 ... you mentioned to separete propiety and…
Hello, if you got some time, can you try this code? - Original diffuse texture extension is not important. - Diffuse texture should be 'suffixless' or have the same suffix assigned in the script. (i.e. sword.tga or 'sword_DIFF.tga' if _DIFF is the desired suffix name). - Actual files must exist in the same diffuse texture…