One thing you might want to add to this is the definition of broad vs narrow lighting for faces, and why/when you would use each type. Narrow is left, Broad is right. Best single image I found quickly. When lighting a face with a light at a 45 degree angle, the front of the face and one side will bit lit, and the opposite…
Ya, using a tablet is suppose to help a lot. It has something to do with bending your wrist up and down instead of side to side. If oyu look at a lot of the old time animators at like disney and stuff, they didnt have nearly the problems you see today. At least, not as quickly, and not as often. Apparnetly moving your…
Thanks everyone for your quick feedback! I decided not to go with boolean, not that it's a bad method, but with my lack of knowledge in maya I will surely muck it up. I just simplified my mesh, so that the sides I needed to put holes in were flat, instead of that edge protruding in the middle. I simply made some edge loops…
Okay, hopefully I hit the areas Jaco pointed out in his post this time. Here is my latest sculpt done in about 2-3 hours again, and with the base mesh from mudbox. One thing that always bothers me is that the front view never really matches up with the side view to me in my sculpts. By this I mean, when I rotate the mesh…
Hello everyone! New to the community here, so take it easy! :) So far the Polycount Freelance Job Postings thread is the closest thing I 've found to a viable source of job listings for freelancers. http://polycount.com/categories/freelance-job-postings So without any disrespect to Polycount, what are the best alternatives…
I have 13 separate pieces (ED209) of a low poly model. I applied an Unwrap UVW modifier whilst they were all selected and then unwrapped them all via normal mapping. I have been unwrapping it piece by piece but on the same uvw template if that makes sense however I noticed on the 5th piece that there were some double sided…
Got ahold of a really awesome concept artist by the name of Jake Parker. He's been doing a Disney Line recently, which gave me my inspiration for my current side project. I fell in love with his "Ex-626 Stitchbot" concept and gained approval to model it. I just wrapped up the high poly and put together a quick pose (not…
Hey guys! i pressume this is related to the type of compression lightmaps undergo... and i feel that i most probably wont beable to really "fix" this.. but maybe there are ways to improve what i have? I want a pretty white environment with very dark low lighting, but it seems my textures dont have enough gritty information…
I kinda figured it was due to lack of loops, atleast in the case of the bottom of the slide and recoil comp. However I figured the weapon light would have enough at 60 something sides. I had achieved a damn near perfect look in blender using the bevel modifier and weighted normals but it didn't go over to zbrush, maybe…
They don't get away with it. It's just sloppy job and inefficient filtering process from the company's side. That is actually very problematic topic. People are just ripping actual assets from the game and sell these without doing any modeling work what so ever. If you do come across of such an example, you should repot…