Hey everyone, in the middle of school, and tests, and finals i still manage to have a few time to model and texture stuff. This guy is called John Cheese, a bum whose best friend is his parrot Gawker and his bottle of beer "super bock" ! YOU CAN SEE TWO RENDERS HERE : http://www.cgtalk.com/showthread.php?t=242902 now onto…
Blizzard Entertainment seeks a technically savvy and artistically gifted senior artist to work on the award winning game, StarCraft II. The ideal candidate will have extensive experience modeling and texturing high resolution assets for in-game cinematics. RESPONSIBILITIES * Create high-resolution models and textures for…
Character Art Apprenticeship OMNOM! workshop - Austin, TX OMNOMworkshop.com To apply, please send your resume and a link to your portfolio to Jobs@OMNOMworkshop.com DESCRIPTION OMNOM! is in need of an in-house artist who is eager to learn and grow in the craft of making character and character related art for video games.…
Character Art Apprenticeship OMNOM! workshop - Austin, TX OMNOMworkshop.com To apply, please send your resume and a link to your portfolio to Jobs@OMNOMworkshop.com DESCRIPTION OMNOM! is in need of an in-house artist who is eager to learn and grow in the craft of making character and character related art for video games.…
A cool project in a way. Except I've avoided re-learning Blender's "new" default keymap since the 2.8 overhaul... and kept the old 2.7x keymap from the presets, haha.
Maybe material selection could've helped more here? the materials look very similar except for the pieces that are obviously more reflective, but personally i thought the yellower pieces (especially the large front piece) seemed more smoother surface wise and a different material. I think my only other thing would be maybe…
in my experience those hard edge seams are getting even more visible in actual game usually by SS AO , reflections, contact shadows etc I do padding pixels overlayed by themselves with some transparency factor input except IN blue channel . Sometimes it makes IT a bit better or mayBE I just deceive myself.
Hey guys, thank you both very much for the detailed feedback! I'll delete the windmill and the old house. I like to take the knowledge I gained while making my previous environments, and trying to apply it in my new ones. I have already made a couple of props for my next environment, I'll start a new thread once I finish…
Important to note that your albedo stores both your diffuse and specular color/intesnity values. For non metals, the diffuse is used while a fixed reflectivity value is applied in the shader (4% linear). For metals, the diffuse is turned black in the shader while the reflectivity is set by the albedo map. The metalness map…
Let's try to solve this. - its just that in your way you are working mainly with the duplicate instead of the original. In mine I am setting my hard edges and all that on the original....There isn't any benefit over using the linked duplicate versus the linked original because as you have said editing one or the other…