Well... I could say it's for film use then. For the layout I think I'll split the map into several parts instead. Think it will be easier to work that way, and having it at higher resolution in Maya. And why bothering mapping it? Well, for the challange, for the practice and everything I might learn from it. I want to at…
It is perfectly reasonable to question reality, or to question the existence of God sometimes, especially when life kicks you in the teeth. However, since you are questioning these things while things are going well, it means you're seeking a deeper meaning of life and not just scrambling while fighting a bought of…
The song choice is actually important Gobee, I just like the band... but as Chris demonstrated, he hated it... and was turned off by it. If he was a potential employer (which he kinda is, since he could recommended people) because of your music choice, he didn't get to see your demo reel. Now you could tell him to turn off…
Not sure why you have done hard low poly optimization but using UDIM. If its a movie asset you can use way more polygons and get rid of those shading artifacts. For games UDIMs are still not very common workflow. It looks like you have not split smoothing groups where you have UV splits on hard edges like trigger area…
I'm using the workflow of doing a low poly in Maya then coverting to high poly in ZBrush to do detail, then baking maps to a low poly version, then I am taking to substance painter for textures and final details. I am wondering why ZBrush is needed. I find that I am editing normals and designing in Substance Painter and…
My gut instinct is that now your portfolio is kind of a clusterfuck (pardon the french). Rather than showing that you can do what's needed of you, by adding random stuff when you get someone interested in it, it looks like you can't make up your mind and we don't know what to expect from you. Whether or not it's actually…
Hello all, I don't know much about shaders so I am wondering if I am missing something completely obvious here. I am using the shader graph in Unity 2019. I am trying to create a starry look for my background, and everything was working fine. I could change the colour from the scripting API. Eventually I tried changing the…
The past week has been pretty slow, mostly watching tutorials and planning / discussing ideas. I was really inspired by this concept by Chris Doretz of what looks like a plastic quarantine tunnel running through a damaged hospital area. It looked like it would introduce some really cool opportunities for lighting and also…
I think the biggest problem is "taste", frankly the website, the work and the presentation is bad taste. It makes you want to close everything down as soon as you see it. It's clutterly, it doesn't feel serious at all. That's why people don't believe you created everything on your site, it's really inconsistent and doesn't…
Just to be clear you're trying to recreate the specular on the iris correct? Why does using 2 speculars with 2 different normals not work? You should have your geometry be the shape of the cornea and use it's surface normals to create your first specular. Then create geometry representing your iris and bake a normal map,…