Hi all! I have been working on this woman after work recently and thought it was finally ripe for some feedback on anatomy, proportions etc. before I go into further detailing! The body is based on a couple different references (ecorches and real life women) but with the face I was aiming for a likeness of the actor Lily…
The blade looks good on the sword. The grip could definitely use more love, give it some leather straps, etc. Lighting could also be baked in more into the hilt. Imagine trying to wrap your actual hand around the gun hilt. You'll see that your wrist gets blocked by the placement of the stock and butt. This is bad. I'd…
Also depends on the project. The last two I've worked are based on franchises where they are providing high res assets so we weren't allowed to take work home at all. If it's an original IP there's less red tape involved when you need to take something home.
Ivory Lake is a little company based in Leiden, the Netherlands. Our focus is on developing (offshore) simulators. For an impression check: OSC . Quest3d is our engine and you will work closely with the team who developed it. We are expanding our little team with fulltime 3d artists. We prefer applicants who are residents…
I use a Maya/xNormal combo and have never come across any issues that weren't self-inflicted. A general rule of thumb is to have your UV seams as hard edges and everything else should be soft. Make a cage also. This setup should allow for xNormal to bake normals properly. ZBrush seems to work from a different system…
The textures are still very much w.i.p. at this point. Better material definition is what I'm hoping to accomplish with a more refined spec/gloss map. Right now though, I'm redoing the hi-poly to get some looser edges. I've seen the thread for the knife tut, just haven't had time to sit down and watch them all. But…
ùthe Problem I am having is that by using the very same texture and desaturate it and even tweaking it I always get spotted like specular m non uniform one as I would like , the thing I would like to have is a uniform light specular, I exagerated the light in the image just to show how is spotted the distribution of it ,…
i'd say a degree is only as worthwhile as the person doing it i'm currently on my 2nd year of a degree in "games design" but the course title doesnt really explain that what were being taught if the fundimentals in 3d modelling and level/character design. so for me the degree is making a difference as its taking me from…
Jon - yeah I'd love to make a lobstrosity sometime :P the crimson king too.. in fact.. just about anything from DT! polozad - first thing step is to get a nice clean normal map, then run it through crazybump to get different height map layers. then I take these and overlay them in the diffuse, along with an ambient…
baked normal map can look great. normal map made from height map can also look really good. but diffuse turned straight into a normal map will usually give you results so poor that it's hard to justify using such method. it might actually work if diffuse is noiseless and homogeneous or if somehow things that stick out are…