Tentative Steps Towards our first internal build #2 This weeks blog post i will highlight the progress we've had over the week. Across all the various divisions we've had a good amount of progress as we work towards our first internal build. Animation Philip has been working on getting all the gameplay animations…
Hey there! In between jobs right now and I decided might as well post here and see if anyone is interested. Open to freelance or onsite work, doesn't particularly matter to me. I have great experience with Zbrush and the whole modern character creation pipeline as a whole. I understand anatomy and composition, as well as…
sooo, its been a while...i...ive missed you all, i did a quick doodle at a coffee shop the other night and decided i should model it while i still liked it there is still much work and detailing to be had, but i thought i would get some input from the masses. i think im gonna model a yheti i painted to go with him, maybe a…
arshlevon> Ahh, cool. You've certainly sparked my interest :) I'll have to find some time to do some research on this. wailingmonkey> There should be some light direction and/or position slots. Don't remember if it's only directional lights or if there is also any point lights. Here's an approach. Create a directional…
Arx anima is calling out for applications from experienced Lighting and compositing Supervisor SUMMARY OF THE ROLE: Working in a busy creative environment, the successful candidate will work on, high profile, 52x11 minute episode The ideal candidate has strong technical background in both lighting and comping, he/she is…
Off the top of my head ;) [ame] https://www.youtube.com/watch?v=LpLBzV9uG0Y[/ame] Texturing - Traditional Shaders to PBR Shaders: http://www.marmoset.co/toolbag/learn/pbr-conversion General Rules: Only colour Info In Albedo, no more lighting info overlayed (AO, PRT etc.. although depending on style, some cavity can be…
Hello everyone so mid work on my portfolio piece I decided to start making this wip thread on what Im going to do,what I did and where are we right now so let me jump in :D . First of all I started this as a prop but later on decided hey why dont I also make a scene from it to show of the stuff that my portfolio is lacking…
You tried inverting green channel of your normal map like Money suggested? Not exactly expert on these things, but but from your pic with cubes in UDK that would seem the problem. Oh and IF normal look right in Maya, they will look weird in Max (afaik), because max and Maya use different green channel information from…
a) There is no black in the image, any way you slice it. Colour picker will prove it. b) It will appear darker on certain monitors or view angles (old/cheap/badly calibrated TFTs?), thus the blueish-violet tint will look more intensely blueish. c) The dress probably looks different in real life under a white light source…
Sorry I haven't updated this thread in a while. Today was a modelling deadline for the scene in which I had to show improvements made for the environment. Since the last post I have worked on the feedback gained from lecturers and people on Polycount (which I appreciate :) ) Here are some renders and comparisons. I still…