Maybe a bit offtopic and i do not want to rant: Isn't this exactly "the problem" also in other areas (even other "industries") ? "The industry" does not define clear standards (and also the management fires everyone doing the real work).. So not only the newbies does not know what to put into their portfolio but also the…
Ah I see, in that case I would go with a 4790K/LGA 1150 board, that will save you a significant amount of money on cooler/mobo/ram. CPU is a little cheaper too and only a hair slower. The 5820 has 6 cores, which sounds cool, until you realize that its 6 cores have slower clocks than the 4970's 4 cores, which means you'll…
Well if you want your wall to be smooth and reflective- like passerby said- that normal is too noisy. The Idea with the concept of "shiny" is that shine, is a reflection of the all light around your subject. But I`m not completely convinced that's your biggest problem. First and foremost, it looks as if the only specular…
THE MANTRA for freelance... Good and fast isn't cheap Cheap and good isn't fast Fast and cheap isn't good Or something to that effect. As for the original question, the character without the head I'd say 4-6 weeks factoring in feedback loops, for the head/hair/beard etc... 2-4 weeks depending on complexity and if it needs…
Hi Polycount :) I've been brooding on this for a while, can't find anything helpful on Google and set up my own tests... Main question: What is heavier performance wise, using multiple tiling textures or tiling planes with a texture atlas? I will try to explain both methods: 1. For 6 walls (subdivided planes) I use 1 atlas…
So here's the issue guys, 1.I have sculpted my creature in Zbrush (I started in Zbrush with Dynamesh) 2.Retopologized by taking the lowest subdivision and further edited it using Maya's new retopology tools 3.UV'ed it 4.Gone back to my Ztool and exported subdivision 5 of 6 as .OBJ to maya 5.Used transferred attributes to…
Hi, first of all , I do not want to transfer details to a extremely lowpoly mesh... (because I do not to finish my model... I just want to transfer details to another mesh just to reduce the amount of polygons and continue sculpting) . For continue Scultping.... I am on subdivision number 6 , near 40 millions of poligons.…
It isn't just that you need to be good enough in 6 months. You need to get to that level, and then spend 6 - 12 months on a portfolio producing that quality art. Getting to a certain level is one thing, you might know how good you are, but no employer will believe it until you have a portfolio full of pieces at that…