I just about gave up attempting to read through it at the exact same sentence, but powered on just to confirm how ridiculous the article was. Infuriating to read something like this, to be completely honest. I can see the points attempting to be made but at the end of the day, the games we make sometimes make a LOT of…
Got the AO bake done; had to bake most of the pieces individually and then paint in shadowing between them; came out nice in the hood but I do need to make the cape thing look better. I think it's a good base though!
Thank you so much guys, your critiques are extremely helpful! Here's a character bio I came up with, maybe this will help you understand what I was thinking about while designing him: The members of the Royal Guard of the High King are intimidating soldiers. The King, plucking his guard from the ranks of the finest…
I don't like the sound of a web-centric OS. I do my best to keep my computer from going online for any reason when I'm not actively using the Internet for something. An OS based around the web sounds like it would be next to impossible to effectively have control over. Google can already read all my email and see…
I've been learning Z-brush/digital sculpting for the past 8 months and have finally gotten to the point where I can produce some decent stuff and I'm ready to move on to the next step in the process. I'm trying to retopologize so that I can make a production ready mesh for animation and make a subdivided mesh with good…
Its mostly #2 in my experience, but it depends very much on what your modelling. Something round without a lot of surface detail is gonna be mostly quads because that's often the easiest way to make it. If its something with a lot of booleans.... not so much :D Shading issues are only issues if they show up in engine, so…
By Hao Jinjian More detail on https://www.wingfox.com/c/8356_2670_3120 -Sculpt the base model for a high-poly model, adjust topology, unfold UVs and bake maps in ZBrush. Make ornament in Maya. Make clothes in ZBrush and Marvelous Designer -Make skin texture maps with both PS and Mari, including diffuse maps, displacement…
Sat down and I thought I would experiment with normal, AO, and displacement baking within Maya through Transfer Mapping. Was interesting to say the least. Here is a quick writeup for future reference for myself and to explain my process to see if I could get some feedback if I did something askew! Thanks for checking it…
@eirikm Textures are mostly 1k or 512. I use a lot of Substance Designer but I also use Photoshop for some stuff if I want to get super fast results. Long time since my last update. I´ve been testing a
lot of different stuff and made s¤¤t loads of assets. Mostly playing with different lighting setups. I ended up using full…