So these are my 2cents. (Amazing hard surface modelers out there feel free to smite this pleb) I've been slowing learning zmodeller and it certainly is a nifty tool, the fact that you can stay in one app is super important. But i also think it's really important to lean how to model in your standard 3D app. Personally it…
1) I can pretty much guarantee you that the portfolio required to get in at either of those joints would be vastly different both in terms of content and execution. If you want to work in games you need to show: realtime in engine work, for environments you need to show a heavy use of trims and tiling/vertex blending etc…
generally if you have 2,3,4... characters 'humans' then you would try to settle on 1 mesh that would work for those characters. then sculpt each character on that mesh. and only break out a unique mesh if you absolutely need to for some reason. that gives you one set of uvs. one set of weights etc. saves you unimaginable…
This is a solid start. Some of the pieces I could see being used in some games. Strongest piece is probably your Dark Solider. Weakest is Thing. Thing should just be removed completely unless you can give it a proper rendering scene. The Assassin's face is really hurting it. The legs and clothes seem decent, but the hair…
Great feedback, thanks! This is going to be very helpful. Some of the things you have mentioned I have not gotten around to modeling yet, and some other I have planned to do in the normal map. By milling on the receiver you mean the lightening cut on both sides? Should be easy to fix. I'll get to the other things as well.…
Ah. Ok, thanks! I have another issue now :S I am trying to create a character morph sequence that allows for player control over each state of the morph, within UDK. Ideally I want to create the morph between these two states: However, although I think I have the mesh and texture morphing aspect sorted, the extreme…
Show the final environment and if you can, how it looks without lighting / post-processing. I'm not sure why you'd show break downs of each light or shadow. Most engines and games will have their own tech limitations of what can be achieved and how expensive lighting is - so having experience working on environments in…
I use it. It's plagued by some minor but hard-hitting problems, like a lack of triangle counter (so you have to triangulate every time you want to check your polycount) and it doesn't support mirroring of normal maps. Supposedly, these things will be fixed with the 2.5 release, which will also include a customisable UI,…
Hey guys! long time no see! During the quarantine I decided to get out of my confort zone and try doing some NPR, but keeping its usage closer to PBR and metal/roughness workflow. Using oren nayar diffuse model and GGX specular model. This is where I got to! This is a shaderFX shader (for it to work, maya must be on opengl…
Dark Age of Camelot: Catacombs just recently went gold and will be going live this December. This is the second expansion pack I've worked on for Mythic. I was lucky enough to be part of a team that redesigned and recreated much of the player character art for the game. We took 3 years worth of older artwork and remade it…