It seems to me the main bottleneck with Macbook Pro's Intel Iris GPU isn't on the 3d modelling side, but on the procedural texturing side (Substance etc.). I am considering buying an external GPU case now that Nvidia released a macOS driver, and wonder if anyone have good experience using them with a Macbook for 3d…
hey, so in UE 4.11+ we have the eye shader (as demo-ed in that paragorn vid a while back). it does offer a lot of control over the look of the eye but this is achieved by separating iris from eyeball textures. just wondering how people work with that since for facial animation it would seem quite essential to preview the…
5000ft, inc is currently looking for a talented environment artist to join our crew, job would require concepting, modeling and texturing game environments. We are a small studio and are the makers of Stacked. Please send all resumes and porfolio links to the following email: 5000ftjobs@5000ft.com Feel free to check our…
so - to be clear You draw a spline, convert it to a bitmap, load the bitmap into maya, process it, and remove a bunch of faces so you end up with the same result you'd get if you just drew a spline in maya and extruded it? i feel like there's already an easier way... more seriously - the little python experiment i did a…
i agree that lighting helps....but i think those gears assets would look better against a non-black BG... esp the spider thing which is harder to read due to the bg choice. never go full tard also science "People with astigmatism (aproximately 50% of the population) find it harder to read white text on black than black…
Managed to get it working by mapping it in the X axis instead of the Z I was using but I have a bit of an issue here. Viewport 2.0 Legacy default viewport 3rd and 4th are with smooth and linear interpolation arnold renders no interpolation arnold render Legacy default viewport is showing basically the results I want in…
Often game engines only handle rotation, and not translation (more common these days to have both). Areas such as the eyebrows often look like purely a translation (up/down/squeeze), so placing the pivot of the eyebrow far back in the head means that even though the bone is rotating, the arc is shallower and aids…
Nice candle! You can increase the books realism by adding two new details to them: Joint Joints are the cover grooves found a couple of millimetres from they meet the spine. Hardcover books, specially thick old ones, rarely lack joints or the stress caused by opening them would cause the covers to quickly detach from the…
I've been wondering if the real-time raytracing is finally capable to render the refraction on the cornea from the iris. That'd be awesome, and we could just model a concave iris and a convex cornea all the time, and it'd get refracted correctly. For example the current best eye material is in Epic's own "DigitalHuman"…
Don't worry, the tutorial was kinda old and basic, more of a workflow demonstration rather than artistic approach, but i highly recommend doing the head portion of the Joan of Arc tut: http://www.3dtotal.com/ffa/tutorials/max/joanofarc/head1.php Modeling heads is 10% technique and 90% anatomy knowledge. Do the Joan Of Arc…