Well I did by projection in mudbox , But the sources I had where already blurred and low res , I cant find anything bigger as reference and I can't find anything like a Quartzite Egyptian stone texture or material , so I am a bit stuck atm on how to proceede , my initial idea was to work it in zbrush and eventually apply…
Sam Hatami, thanks for the input. I understand where you're coming from about the overall practicality of having an extra texture for the corners. It really has just become a matter of trying to understand how it works in the case of future similar issues. In reference to splitting the uv shells, wouldn't I get ray misses…
Hi guys, bit late to the party on this. Loved the concepts but I hadn't done much stylized work so tried my hand at the well concept by Egor. Initial grey box for proportions done in Maya, then form and sculpt in Zbrush, broke the whole thing up into polygroups for ID masks, UV's done in Zbrush and Maya then baked and…
I graduated from college in 3D animation 5 years ago and this couldn't be more true of my experience with it as well. It was a good 3 years of practice where I didn't have to worry about rent or anything but everything I learned I learned on my own in my free time away from school. 5 years later, the only people in my…
how many freelance animators are actually tasked with facial animation in games? i can't tell, thats why i am asking. I would assume that anything that is this important to storytelling will not be outsourced to individual freelancers? I would have assumed that outsourcers do the more generic tasks, taking care of NPC…
I would say creating a dummy, linking it to all the fishy and animating said dummy should do it. You could also create a second and third dummy, link certain fishy to those, and have them do a separate bob to add variation (once you keyed your fishy from the previous initial bob ofcourse). Or you could just set up a water…
Not sure why you're not getting a render frame window. But you're saving the normal map as a JPG which is a bad idea, because JPG uses lossy compression, so you'll get blocky shading artifacts. Better to save to TGA. Also it's best to initially set the render size to something small, like 256x256, so you can quickly test…
Thanks! For sure, walls need adjustments. I just scale them up to set demages scale I'm happy with. Initially, I planned to put wooden planks on the sides but I didn't achieve a good damaged texture for them, maybe I'll add them later. Moreover, I want contrast between matters, that's why I think concrete walls are…
I like it. I find it easy to believe that this is a real place and not just somebody's artistic masturbation of design. Everything there looks like it has a purpose and isn't clutter for clutter's sake. That said, some random tools and equipment laying around would be interesting. On the lighting, I've found that it's…
Yes, it's designed from the ground up for quickly and efficiently navigating 3d space. Conversely a mouse and a keyboard are not designed for navigating 3d space at all. A space pilot will significantly cut down the wear and tear on your wrists, and increase your productivity. The learning curve is what throws people off…