Would like to keep sub 60. My trusty old Logitech MX500 has lost its sensitivity to left clicks. Which is not cool considering Im in crunch. Anyhow, I need a new mouse, and I just cant bring myself to buy a cheapy to get me through this. I went to Office Depot and picked up a Logitech M500 thinking it was a newer version…
Houdini Arnold "Standard Surface" node. It has inputs for specular as follows: * Specular - Influences brightness of spec* Specular color - defines color of specularity* Specular roughness - controlls glosines / roughness of the mesh* Specular IOR* Specular Anistropy* Specular rotatation In my case i have one spec map that…
Very nice. In terms of finest details, the fabric elements could perhaps be further differentiated from one another for instance by giving one of them a visible texture (like a mesh fabric) - but only if the resolution/target art style allows of course. Also, more elements could benefit from graphic weathering similar to…
OR how to make max and p.s. not sh*t themselves when using a 2048... anyone have any helpful tips/workflow advice? right now I have a model displaying normals in viewport, and that alone makes it chunk (especially when I hit undo). (Ive heard of another method of making normals show in viewport besides the metalbump 9…
Introduction Hi aspiring Concept, texture and modeling artists, I've started an organized group on Facebook for modeling Team Fortress 2 items. It's currently run by me (the modeler), and my buddy (the concept artist). We decided to go with Facebook because: 1. Facebook seems to be the mainstream source of online…
So I'm having trouble understanding the export options correctly. I'm trying to export the textures for an item I made for Killing Floor 2, which uses a modified version of the UE3 engine. ("3.5"). The game expects me to provide the standard of Diffuse, Specular and Normal maps for any items I create. However, I'm not sure…
spend the day modeling/blocking out the cafe parts things i have to uv/model: * old coffee makers * mug * pasteries * coffee bags/tea bags * shelf * counter * sink * mini stove at that point ill populate the cafe with these items, and attempt to make the items in this cafe scene share the same UV in order to save uv space…
Hey, welcome to the community! Very nice concepts, they look good and mesh well with the character. However, I think there's an issue with the silhouette of the cloak and cape. The base model's head and shoulder items are very tall, swoopy and lead outward from the character. Bringing it down to a hood and cloak is a much…
Here is an update on her so far! I tried Marvelous Designer for the pants, but stopped using it very early on due to frustration. I'll have to learn it on simpler item of clothing than cargo pants haha. Got to retopology and uv mapping, and have excitedly started texturing! Skin and eye textures are by far the most…
I think the consensus here tends to be that you should generally not have untextured/incomplete work in your portfolio. It gives the impression that you're not able to carry through and finish projects. Unless a studio is looking specifically for someone to do modeling only they're going to want to see everything, HP…