They try and teach us in school that went deadlines depend on it, you are forced to sit down and do it. I'm a firm believer in this philosophy that when livelihood depends on it, you will perform, and excuses like: I don't have time I'm not inspired I'm having a bad drawing day drawing block/artist block/writers's block…
Re: lighting comments. Couldn't *possibly* agree more. When are Art Directors going to realise that 100% fully ambiently lit player characters look completely crap? There looks to be practically zero lighting or shading on these guys. Forgivable on PS2 due to technological constraints perhaps, not so on next gen pc or…
Hi, I'm not able to align the buttons properly in the layout. Can anyone help me with that? proc ScreenCaptureWin() { global string $rsTxtPath, $rsTxtName; string $sn = `file -q -sn`; string $cfp = `dirname( $sn )`; if (`window -exists ScreenCapture`) //closes window if already open deleteUI ScreenCapture; window -title…
My friend James (Bobo) recommended I drop here. First off - there is soooo much fantastic art here, seriously!!! The talent level is incredible on every front. Super duper inspirational! I've been working on a pixel art game called Boss 101 for a few months now. ***Warning - tons of animated gifs are in this post -…
These days, fundamental principles and concepts relevant too polygonal 3D modeling are fairly universal across the board, whether proprietary or an open source solution so my recommendation if you're just starting out is to give Blender a try - 100% free, huge community resource base irrespective of language or desired…
36 folders :O i usually have like 5-7 folders tops, even on very complex projects. this one for instance had 6 folders http://airborn-studios.com/projects/2011/portfolio/owl_huntress/frenja_14.jpg if you start your project in zbrush with proper naming its just mass exporting them, sorting them into folders and look at page…
Hi, So I am making a management/builder sim that involves interior design, eg. many unique props, like The Sims series. One thing I am still not quite sure is how many polygon to spend on my unique props. I want to share my current line of thoughts: please let me know whether they make sense and whether I made any obvious…
Just a quick question. Doesn't ZBrush make use of fall offs for the brushes? Why are the "falloffs" essentially being painted into the alpha's directly? Anyway an alternative way to make an alpha would be to sculpt a piece and bake a heightmap from it. Since you are not entirely sure what an alpha is I suggest doing it…
Yeah haha, it is a really technical article. It's more about how it really works but really, making long story short, roughness is just a map that will tell how reflective one surface is based on grayscales. White in the roughness maps means it is completely rough so it will not reflect anything and black is just complete…