Well not a tutorial expert here so bear this with a grain a salt . I have my own tutorials on yt and if you put me to watch them with a gun to my head I would die of cringe . So what I am gonna say kind of applies to me as well . While it is useful sometimes to have the user feel and see your thought process it makes the…
http://www.polycount.com/forum/attachment.php?attachmentid=781&d=1284685518 But I'd try to mirror the sides. As in have a few strips in the middle to cover up the mirrored look, yet saving texture space by only having 1 side texture. Vig: couldn't he still just slice up the cylinder texture in 6,3 or 2 parts? No need to…
Reference reference reference. Seriously. Just smacking together various maps with some blends randomly will leave you a mish mash of blah. This may sound a little annoyingly new-agey, but really try to understand your terrain. Tell yourself a little story about what you're looking at. In your example, what is the ground…
Hmm, I definitely disagree with you PolyHertz. Everyone to their own I guess, however the game is fantastic by any standard I know of. Sure you can nit pick it and find bugs. But you can do that with every other game in existance as well. What it comes down to is that Fable II has a hell of a lot more good than bad. Though…
Looking good dude, seems like the AO and normals turned out pretty well. There are a few spots that seem kinda weird, like the lower edge of the stock. It looks like your cage might have been to big when you baked that part. And then the trigger looks weird being just a plane. I get why you did it, cuz adding all the edges…
Good for you Nate, being that close and seeing it through is the best thing to do in my opinion. My 25 cents worth: - Most schools are crap. - It's a weird dynamic, almost everyone I have ever talked to that has come out on the other side of a degree has said it wasn't worth the money and time they put into it BUT they are…
Yeah, good advice CrazyButcher. FatAssasin, one easy trick I saw recently was in Doom III where they had some demonic-looking tentacles snaking across a wall. They used UV-sliding on the normal map to get the tentacles to look like they were moving across the wall, very effective. The mesh itself never moved, just the UVs.…
Pretty good. As student you're probably better off reading this than not reading it. I see many of these mistakes made by juniors. Although the very first slide should be: "BE ORGANIZED" and then I would group the rest of the slides together by professional conduct, interviewing and art advice. Right now it's a mess.…
This has driven me bonkers a few times Going back down the stack and moving them was a mistake, like MoP pointed out they'll just slide into morph position. It would have been fine to apply edit poly on top of the stack and move them there. It would play on top of the morph and they wouldn't slide around. 1) Fix morph: As…
Hello polycount! I'm trying to find articles about how and why this or that studio uses maya in their pipeline, but so far I only found quite a lot of Bungie's slides about their animation pipeline, and some Naughty Dog's slides about their animation pipeline. Maybe anyone knows about some other…