It is similar to scultping or painting. First get in the biggest shapes. Focus on the composition. And, if it were a game, the gameplay. Then you can refine that a bit by replacing the chunky block out models with higher resolution ones. But maybe not the final high detail models yet. Then you can do a similar thing for…
Hey guys i've been building this level trying to go for a blade runner theme it is a WIP. I'm trying to work out on the gameflow and look, right now i was doing a quick pass of models that i did to see what it might look like. I was unsure if the method of doing things were right, and wondered if you guys had some advice.…
1) You did not set the Y channel in the right direction when rendering the map. 2) Stretched/squashed UVs, not enough pixels to capture the detail, might need to show a picture of this to clarify the question. 3) Thats what a cage always is (a copy of the low res mesh that is deformed to have the light go the right…
this is coming along well but I think the values could use more work before all this detail. Also there are a lot of outlines on stuff which tends to flatten artwork. The lighting is also a little bit odd, like theres a light right near his right armpit but it doesnt shine anywhere else on him? heres a little paintover to…
Great job Brians, I have totally missed this thread up until now. I fully agree with Sebeuroc on all the points. I would also like to add some points as well. -I think you should add more geo to smooth out his silhuette. His fingers look really low poly and his shoulders and arms look a bit blocky. - The folds on the arm…
Arc Productions, a Canadian based CG animation and visual effects facility located in downtown Toronto is looking for Lead Lighters to join our team. With over 250 artists and technical directors and the most up to date resources available, we bring the vision to both major Hollywood studios and independent producers to…
Hi! This might not be the right sub-forum for this type of question, but I hope so. My question is, which renderer do you guys use for rendering out portfolio and show-reel stuff? This summer I'm going to University and I'm going to apply to a few game-development schools, and in the application you are required to show…
After learning how to bake I've encountered the next problem I'm sure everybody here familiar with - normal map's resolution. Personally I see two solutions here: 1)Pack everything VERY tight. 2)Separate meshes, do UV sheets for every one of them and then join them into a prefab inside a game engine (like for example…
POV-RAY (here's how you model a red cube) #version 3.6; //Includes a separate file defining a number of common colours #include "colors.inc" global_settings { assumed_gamma 1.0 } //Sets a background colour for the image (dark grey) background { color rgb <0.25, 0.25, 0.25> } //Places a camera //direction : Sets, among…
Tip 01 - How much light am I casting on my world? PBR material systems introduce the need for physical lights. By that I mean we should have an idea of how much light we are casting on our materials otherwise we’re breaking the point of PBR which is achieving a more realistic look. Unfortunately the Sun in UE4 doesn’t have…