Totally depends on the company you're applying to. Idealy, you would always cater your reel/portfolio to the ONE company that you're applying to RIGHT NOW. Obviously that's very unrealistic. It's probably good to have a bit of both in your portfolio, if you're applying to various companies that do totally different types…
Envelopes and Voxel Solver are two different systems. Once you apply the Voxel Solver, your vertex weights are baked and the envelopes don't influence them anymore. When you apply the Voxel Solver, there's a checkbox in the dialog to hide the envelopes. To be able to use the envelopes again, you'll have to reset the…
Thinking about it, It's possible they're reusing AO for specular occlusion - it wouldn't be a huge crime to use the bottom 10% or so of the AO map rather than using a separate texture even if its not "correct" and you shouldn't really apply it to metals. It's often useful to apply gradients as maps when attempting to…
You apply a standard mat with the map on diffuse. Apply vertexpaint modifier, in assign vertex colors, check diffuse only, mapping in the rendering options hit assign, remove the map. for some reason color by face result is overexposed but color by vertex works here. Weird edit :it works if you put material self…
Justin, maybe - I've never been on the opposite side. I've never been working on a heavily stylized game and had someone apply with a "photo real" protfolio. But I imagine it's the same. If you only have military photo sourced work and you want to apply to Riot - I can only imagine it would be the same thing?
That just depends on the developer, Prophecies. Obviously if you're applying at Blizzard, you have to be able to create that style of texture. A lot of places I've applied at specify which style they are looking for (ie; realistic). If there's a particular style you like I'd say focus on that. If you have no preference,…
Another thing I've noticed is that if i create a brand new scene and make a bunch of objects and apply materials, everything displays fine. If I then import an object from my previous problematic scene (the wheel for instance) then I still get this white washout and it applies to those previously unaffected objects I just…
great job on this one Bigley! will try it out and try spread it :) btw, about the quad color changing, hitting "apply colors" doesn't work for changing your quad's colors? i couldn't find the place to change the colors of your quads in the colors tab, but for everything else, apply colors works for me just fine
Thnx, Managed to do that and it works. But only if i divide the mesh as when i use "hih rez" button it wont work https://www.youtube.com/watch?v=1FojklgHTsI But now have to figure out what causes zbrush act like this that when i apply the dsiplacement map it will apply it to the mesh but verry blurred way.
looks like you could have two materials applied. i see different surface qualities on the gray areas that look different in the checkered area make sure you don't have a selection while applying a material it also looks like a mesh that has a fucked unwrap lets see that unwrap good luck there