Sorry for the lack of updates, but it's been a busy two months. Here are some of the initial normal maps baked out of Modo, I still have some things that could use some fixing, and I plan on stamping the rest of the height related details in Substance Painter. I also need to get Props 3 and 10 corrected for proper bake…
Great initiative, Jakub! I'd like to enter myself, but I probably won't have time for a while, specifically because I'm going through Scott Eaton's courses right now. @ Shyralon: It would definitely be better to include at least the top part of the arms for this exercise, because many of the chest and back muscles insert…
I agree with the fact that it doesn't look as good as with the initial E3 reveal - although it still does look great. I'm hoping the gameplay will be clever, everyone knows you don't need high end graphics for great game design, as everyone sees with independent titles. The gameplay has got to be the winning point, the…
I see. I wanted to go for a more "spiritual" theme rather than the usual "warrior" theme for the hero and wanted to add the wings as a symbol of his speed. I initially wanted to add it to his hooves but encountered problems and decided to add it up to his bracers. Thank you, i am planning on making additional styles based…
@Sam's_stuff Thankyou! Totally with you on the face, I think its a mix of personal preference for strong cheekbones and jawlines, I was referencing Gemma Arteton initially but I deviated a bit, I've done a little more work on her face now but I'm not sure how much better it is :') @Mateus Thankyou! @jacopoS Thankyou!…
Made some changes. The hand was too small, the hat was too small and the moustache was too thick. The hands were too small, initially tried to edit it but chose to start again. What is interesting is that Gandalf does not have old wrinkly hands. The hat was too small, the shape needed to blend more around the top of the…
I don't think I would recommend stock footage for your senior thesis, Maya/Houdini or FumeFX would be the way to go on this. Look up a couple of tutorials on dust dynamics in either Maya, Houdini, or Max. It wouldn't take long, probably one or two emitters with initial velocity facing the direction of the chain motion with…
Hey guys, you're correct that this is a re-occuring issue, with further investiagation it appears that the skew maps are being loaded but not initialized, clicking on the low poly object per for each group when you load an existing file should resolve the issue. This is something we plan to fix in the next update of…
@dejawolf & Sukotto - I can see that being true, but I would imagine it also depends on where... The sim industry where I'm at (Florida) seems to be much more as I described in my initial post - they want that paper, and of course special situations happen and every place is different. I would also say that over-qualified…
Thanks guys! Appreciate the feedback. Update for tonight: Low Poly on the turret and an initial bake. Spotted a few uv issues so I will tweak those and then probably be pretty good to go. Here's the first bake. Mixed the green channel from a bent normal map, AO and a top down gradient map. Also, I baked it down to a…