In the future, it's much easier for your viewers if you host the images somewhere and link them rather than attaching them; it lets us see the larger image without switching pages. It's also useful when you're working to an original design - whether it's concept art or a physical object - to include an image of the…
Hi soel! Just as Alphamix says you can use uncalibrated for now, and the way he describes the map plugin order is correct! We will have a v-ray callibration export profile in the future, but this is a very workable solution for now, we have rendered many assets just like this! Usually V-ray requires a bit more "Punch" in…
My ambition is to just be happy with whatever ends up happening. I know I have a lot going for me and my future is pretty secure. My ambition is to ski every winter that I can, ride my bike as much as humanly possible in my free time and learn how to longboard. Also learning guitar is pretty high up there on the list.…
Hey, I got some help from cg.talk. Opening a second max would not hurt actually. I will keep that in mind for future problems. I wanted the character to slide down the hill, it is a snow boarder so I wanted him to ski down hill and do a few tricks here and their. I figure that footsteps mean leg movements such as a walk or…
@Olingova, I checked both the shaders out. The skin is a major improvement, however I would need to reexport all of my character textures... and it's a lot. Haha. I doubt I'll get that done before it's time to publish, but hopefully I'll be able to implement it in the future. The hair shader is a bit more involved... I'll…
I've just been doodling with Mudbox; getting used to how it works. Nothing to write home about, but I picked up a few things along the way. The only goal was to get some high-details on a low-detail form. The eyes sort of happened by accident. They were in keeping with what I had in mind though, so I just kept 'em. In…
Thanks Joost that has helped a lot. I notice however that on certain angles I am getting some messy areas due to possibly the ratio of the size of my shape to the angle of the curve. How should I best avoid this in the future? I notice in the roadway example given on the loft compound object page there is a significant…
I'm not a tech artist (I won't even say I fully understand HLSL/GLSL code) but I decided to make a custom Tri-Planar Projection shader (calculating 6-faces for no mirroring errors) for Marmoset 3 since they now allow for custom shaders. Allows Albedo, normals, roughness, metalness, ao maps for now. I currently have it…
i am not applying for the job, but i am curious as to why you made extensive knowledge of bones and character studio a requirement for an environment artist? i am wanting to get into the industry at some point in my future and am just curious if this is truly a requirement for most environment jobs. i do have basic…