Of course. I have a masters degree in mathematics but I've worked as a software engineer in several different IT areas for 7 years now. What I am trying to do with this project is to make a general purpose graphics application. One application in which you can create and edit images, textures, videos, create animations,…
Dear Polycount community, I want to share some environment art including some breakdowns of my tribute to Berlin. To get an idea for the whole environment I collected lots of images first and figured out the whole map layout. Once I got a clue about the dimensions and scale I started my first basic blockouts and light…
Ok, so I took a lot of the critiques to heart, and this is what I've come up with. I got rid of some of the symmetry. Lighting has been improved. Some very feint decals to kind of dirty things up. More focus on the throne. Yellow tint did not work for the marble in this case. Notes: I can easily adjust all the material…
isn't zooming by pen is self adjusting by the distance to an object or something, I have never had any issues with it Actually always loved it over mouse stepped zoom. Typical Ctrl+Alt+ pen middle button always worked just fine for me. I don't use MAx much anymore but recall once you release middle pen and then try to zoom…
I've never had much problems with them really and I rig them with Joint. When they are properly modeled, joints do the job. For my latest project, I've seen Judd simatov workflow and I decied to model them mid-open for smoother binding and better animation result. My biggest problem with eyelid is not the eye Lid itself…
Thanks for your reply, and apologies for the delay, just got round to playing with this again. I went over the link to the official documentation and this helped alot, thanks for pointing me in the right direction. Don't know why I didn't think of looking there before! I was having issues with the fresnel node at first…
None of these are and none of them are better all around, they all function in different scenarios based upon how a game is being built or any project for that matter. There are also several other methods you didn't list that have their use cases. Method 1 is usually not just by itself most of the time there are…
As I said, the next step was to texture the whole
hangar. I had around a dozen tileable textures to work with. It was
a long process to assign each UV shell to a texture, and then scale,
move and orient the shell depending on what I wanted with the
textures. In the end, the textures feel kind of just put weirdly on
the…
There is a lot of cross over and that line keeps getting fuzzier and fuzzier as real-time tech catches up to rendering and in some ways has surpassed it. What I like about film and pre-rendered work is the linear pipeline and total control you have over how the story and shots play out. You aren't tossing your animations…
I feel the shape of the mp9 is a nice fit for the theme I am attempting so I went on the hunt for some reference images to help create the initial concept. I was mainly interested in the uniforms, armor decals, weapons / details, and environments to help keep a consistent visual. After gathering the reference material, I…