Hi, I'm very sorry for the delayed response on our forums. I posted there as well. Substance Painter will read the soften/harden data set in Maya when you export as FBX. This data is used to shade the mesh in the Painter viewport similar to maya based on vertex normal smoothing. In maya you are smoothing/hardening the…
Hi, your hard surface workflow is obsolete, now artists use the rounded edge shader (aka bevel shader) of Blender Cycles 2.79.1+ (free) or Modo, VRay, Houdini and Redshift because it works with every topology so you can use substract booleans modifiers everywhere and it works great with text too. The meshes gets rounded…
UK is getting bad as well. Like the kids here, its sugar. http://itn.co.uk/9ad80ee325a2cbaf213b740c2fa210f7.html Its actually a catch 22. There was a recent link to processed food possibly causing depression. http://news.bbc.co.uk/2/hi/health/8334353.stm Poor people cannot afford to spend the money that less processed…
Basically the key to understanding the approach is to remember their workflow on Blazblue: all the sprites were based on prerendered 3D that were already extremely close to the final result. What they have done is they have switched prerendred for real-time and not really changed anything else. That is to say, the…
I'm no expert, so take my comments in stride; I believe he means you painted highlights unto your diffuse. Instead paint subtle highlights and use a normal map to do most of the highlights and shadowing on your model. To create a decal, draw up the decal then make sure you have an alpha for it, either as a seperate file or…
What do you mean by "I still want to be a character artist" ? You are not currently a character artist ? With your talent ? About your portfolio, one thing : it's not a portfolio. It's a blog, we read it like a blog. And I think this is the problem. We can change the way we display the stuff, it's funny but also painful. I…
First, I really hate it when people say, 'dark backgrounds make your images pop' -- that statement is an untrue as 'light backgrounds make your images pop'. You know what makes something pop? Contrast. If you don't have that contrast in the image, then get it in the framing device. See flicks portfolio there, with the…
Good work, and it's nice to see that you're keeping your poly-count in check, which seems to be rare among students. The lighting seems to be the biggest problem here. You really should take the time and think of all the places you could squeeze new lights, and look at other scifi scenes for ideas. You may even have to…
I would never make the jaw open using morph targets, a bone will give you more accurate deformation for that (as it's a joint, not muscle/group of muscles like the lips) and much more control. I personally use 2 joints for the jaw area. One to which the jaw bone is skinned to and one to which the lips are skinned to. This…
All two sided materials do in most games is add more tris. So if you don't add the planes before export your tree will be 1000 tris. But in game it will be 1024 (or whatever). So at least doing them in the 3d program will give you an accurate tri count. I also do all leaves one sided, the copy/flip normals before export.…