You've found some interesting stuff, I never realized that insert edge loop tool has an option for a profile curve. Generally though, in maya, when you are creating curves you do it with the create EP or CP curve tools which are under the create menu. After that, to do work with them you have to go to the surfaces menu set…
Hey dudes, great info in this thread, thanks for sharing! Wanted to chip in on self-shadowing normal maps, or at least valve's implementation (coined SSBump). I've been using SSBumps quite a bit in my mod so I have some experience with them. Mattbush is correct in his statement that these are only used with Valve's…
Looks good, nice consistency and style. However I have to agree with the normalmap comments, in fact it looks like you just took the diffuse textures into Crazybump and fiddled with the settings a bit - that will never create accurate normal maps for uniquely unwrapped objects. In fact I can see from some of the flat…
I mentioned in my demon maquette thread that I was making another one and offered to take more WIP images from it, so here it is! The maquette I'm working on now is getting close-to-being-done-ish, so I thought I'd post a whack of them. The picture quality isn't great, but the light in there doesn't make it easy to get…
The 2019 Winter Student Showcase represents the most recent and best artwork coming from CGMA. This collection of work highlights the true talent and creativity matriculating at the academy with the help of an impressive roster of instructors. CGMA is the leader in mentored online art education with over 100 courses taught…
Hey, so I've decided my path as a 3d artist, and thats a hard surface artist for vehicles, statics and weapons. And so, I figured that since a hard surface artist needs to be good at subdivision modeling obviously, I figured I'd need to improve. And this thread Is going to be some improvement for me. I'm going to create 3…
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Amplify Occlusion offers an efficient way to simulate realistic shadowing around objects, it can even account for light occlusion allowing for non-uniform shadows providing additional depth to scenes. Our solution sets out to offer the best of two worlds, it takes the best out of fast performing SSAO, the accurate and…
Let's say you're trying to author a 4x4 or 8x8 concrete surface for large architectural objects by mixing a big set of layers from 1x1 or 2x2 scans. The main problem you have to solve is repetition. In PS, it would be a fairly simple (but somewhat irritating in terms of mask syncing between different PBR map sets): you'd…
What to CreateTwo (2) different fully textured environment assets * Create a ow-poly fully textured model of a unique Turret or Inhibitor and a Creep Den * The Turret or the Inhibitor should show your ability to create hard surface models and textures * The Creep Den should be a small area that you would find some of the…