Hey, as is often the case... Long time lurker seldom poster, looking to do some more serious work. Slow going working stuff in around work but am looking for some honest crits to apply as I go with this. First time using Maya and 2nd time with high/low work flow. The Idea is a hot rod VW Beetle based in a post apocalyptic…
I'm having trouble getting an AO bake with xNormal. This is my first time using the program and the low quality test normal map it rendered blows away Maya/Mudbox hands down. But my AO map has absolutely no shading. It's pure white. This is the low poly mesh I'm baking. (bummed I missed some of those hard angles on the…
Slow down... that is exactly what needs to happen here. I got together with some people and we decided to start putting together a prototype, so I got in a rush to get this character done. Now I am stressing and not learning properly. I think what needs to happen is a change in workflow. I was going from high poly to low…
Runover process of Custom COPs node to create variations of tileable stones (Height and Normalmap) Takes time to get a concise and believable normal vectors and flow for rock/stone textures. Therefore, I created a node that does that plus a few more post processing to ease my job on creating these. The rest, color,…
I will say this, this show is INSANELY slow. I don't think I ever seen any show/movie that's slower than this. Must be some kind of record. It's progressing at less than the speed of smell. They have like a bazillion stories at the same time, and you see 2 seconds of each story in a single episode. There's the wall…
The ProjectWe are an indie team developing a medieval fantasy MMORPG built in UE5. The game is in early stages of development with a working demo.The RoleWe are looking for a volunteer 3D Modeler and Animator to help bring our world to life. You’ll be working on your choice of environment props / creature models /…
I wonder why you're using the Auto Smooth option in Blender? That would seem to be overwriting the incoming vertex normals? About synching: The glTF specification says renderers should use MikkTSpace tangent space with the OpenGL X-right Y-up convention to render a model with normal maps on it. Which means the baker needs…
So now the best part of today is, it's freaking raining! Yup, snow not so bad, but when this shit happens it blows!!! Now the roads will be extra fun tomorrow and the snow will be ice and slush. good thing it wasn't a bear but a friendly dog, a friendly giant dog. :D
Things you need to do something about. Your website looks terrible with the big myspace banner, especially because it splits your work up. That's what makes it look terrible. I would make your thumbnails bigger and make your huge header a lot smaller. Your work is more important than the header. Right now it competes for…