I've heard from sources that you should NOT let your normal maps do a lot of heavy lifting. If you can actually model the depth of an object, do it, otherwise it's gonna look worse in VR. As far as I can tell, it's only those considerations that really change within a VR environment.
Hi there. I'm working on a small game for my portfolio. I've followed some UDK tutorials before, so I'm somewhat familiar with how the program works, but I'm not an expert. Before I created too many assets, I wanted to run some tests, just to make sure I wasn't doing anything wrong or missing something. I'd hate to have to…
For objects like that, It's important to focus on microsurface detail and getting the feel of the material and letting that do the heavy lifting, but that's generally for a realistic pipeline. It's hard to say what you need to do if you're going for a specific style and aren't giving us any idea as to what you're trying to…
3dsmax has instancing of meshes and modifiers, they're great and very helpful. In what way do you think it's lacking or needs to be implemented in a different way? I'm kind of confused how you expect it to act "better". I've used it daily for over a decade, it rarely crashes unless I do something nutty like grab a slider…
Hi Sakis! I'm from Greece as well :) After taking a look at your portfolio i would say there's a consistent problem with lighting in your scenes, and that is bringing them down by a lot. Fixing these issues would hugely improve your pieces with little effort.I will try to address them one by one so bear with me. Note that…
Not sure if my imput will change anything as it seems like the axe is already borderline finished, but there are two parts that I'd try to work on more if it was me. The first one is the axe metal part. Two things are wrong with it, at least in my eyes. The blade is too uniformally thick. In all but one of your references…
I'm struggling and have been struggling with this very problem for a while now. I'm past Uni (I was great there); my motivation and interest left me while in my first and still current job. I got lazy and complacent and yeah... I'm still working that first job. I'm also in a similar spot in that I'm trying to get into game…
I am over 40. I know dozens of 40+ year olds working in the games industry. I also know dozens who left for other opportunities. If you are 40 plus, then yes, you will be judged differently than a 20 year old. People expect you to have some serious skills if you've lived twice as long as the next guy. You will definitely…
Lol... of course I picked the only WRONG one!! :) I'd have prolly figured it eventually... I was thinking blue=z=height so if I wanna invert the height must that one, but I see why thats stupid now. Maybe I must apologize here cos I think I didnt explain very well. No parts of my model are using the same UVW space, each…
No sir. Mudbox was left to rot, with barely bug fixing at all. The dev didn't slow, it halted. They are investing again on Mudbox because: a) Maya could not handle Mudbox performance on sculpting workflow (ask some beta testers around). b) They were left with nothing to compete with ZBrush. If the competition with ZBrush…