Hi, I'm looking to get some feedback on my sculpts over the last 10 days. I can see significant improvement, but wondering what areas still need work. I started with 4 heads a day which took about 3 hours, but went down to just 2 heads/day after 6 days because 4 was starting a feel like a lot. I instead spent a little more…
I rendered a movie of how the camera movement should be on the final shot,but I have some issues with flickering on the right side walls,anyone has any idea why is that?Also,c&c welcomed :) https://www.youtube.com/watch?v=zs6DOSdAXGg
Guys I am just testing out 3d coat and it seems like the program I always wish zbrush was. Compared to zbrush, 3d coat offers: * actual viewport rendering so you can see what you are doing and it is not totally different compared to how your game engine will look * you can hot swap between sculpting and texturing on the…
TicToc Games is seeking a 2D Background/Prop Concept Artist with a love of environment & prop design, illustration, storytelling, RPGs and a desire to work on high quality indie console games! US-based applicants only. Required Application Materials: * Resume. * Digital Portfolio submissions such as website, blog or online…
You don't have to do the chrome ball if you don't want to, the IBL node in mental ray accepts a ball shaped map or a cross shaped map. Spherical or angular in the IBL settings. Looking at a chrome ball will give you less information because the wrap around parts of the image will have less pixels in them so I'd recommend a…
Thank you guys! Some of those models must be 3-4 years old now, it felt sort of nostalgic to dig them up after all this time. It was also pretty awesome seeing all this stuff in the game for the first time last month :) My render setup isn't very glamorous, it's all scanline / light tracer output that I comped together in…
Nope, green orientation is set to 'up' in Max, I've tried flipping it aswell but it just looks worse. My basic workflow looks like this: 1. Make the lowpoly and unwrap with TexTools, smoothing groups from UV shells. 2. Make a copy (not instance) of the lowpoly to make the highpoly. 3. Put a new basic shader to both pieces…
UPDATE I added a displacement map to the mental ray architectural materials, and it was still coming up messed up. But then I realized I was forgetting to "soften edges", and once I did that, I got the results below. I am happy with this actually, considering I have not even touched any lighting settings or sampling…
As it is a mesh then you wont be able to edit it with the landscape tool, but if you finished all youre editing in landscape mode before, that won't be necessary. The only thing you could do is edit the mesh in 3dsmax(or similiar apllication), or maybe export from udk as heightmap(not 100% sure thats possible) to a…