Over the Weekend i did a first texturing pass and rough blockout of where everything should be, i scrapped so many ideas and went through so many different ideas, because i didn't wanna do the overused viking theme, bud sadly it would have been a HUGE time investment trying to create the trims i needed for my actual ideas…
With all this new wave of PBR workflows of specular/reflectivity and metalness/albedo workflows and programs like DDO, and Substance Designer and Painter, and we have all this wonderful new fandangled tech like Mari, Zbrush Polypaint, Modo's painting system and the old school Photoshop. We have so many choices! So what…
Dude I have had so many problems with trees in UE5, I can give you my solutions in that engine but the leaves should cast shadows even in a cartoon setting... it looks strange to have it look like stretched polygons without any depth... you asked for feedback and I can really help you with UE5, not much on the rest.
This question varies heavily on the engine, and actually has nothing to do with PBR. Layering is layering, it is a separate concept to all of the PBR stuff. You can have a layered system and ask the same questions for an engine that doesn't support pbr shaders, or an engine that's entirely NPR (non-photo realistic, eg…
That's only true if the engine and people working on it don't know anything. For example, having each artist spend 15+ minutes in correcting certain things for a mesh (per asset) so they get better normal map bakes is a waste of time and manpower. If an artist makes 10 pieces alone, they are wasting both their and the…
(the GC bombed even worse than the N64 with projected end-of-life total sales of ~20M, the N64 sold around 40M) Nintendo is playing it safe while innovating, they throw the same five franchises at any game no matter how different it is. Take Donkey Konga, Jungle Beat and King of Swing: All three use the Donkey Kong brand…
This is tough, since there are so many ways to texture these days. 2d applications like Krita and Photoshop are a pretty standard approach, and still very useful when creating alphas and other textures which can be used in 3d texture painting/sculpting. 3d Coat is awesome because it offers a lot of functionality for a low…
This leading Southern California Games studio was founded in early 1997 by a group of veteran game developers who had individually coded, designed, and produced a vast and diverse range of highly acclaimed titles for a variety of different platforms. Since then this studio has produced titles for the Playstation 2 and Xbox…
Just to clarify my first post. I meant the game is a bit cliche. Big guys with guns on a chopper flown into battle, blasting monster in bulky armor that no one would actually be able to lift. It's a scene in many other games. Also I feel the song was just a mask and not actually the intent. It's very difficult to get…
@Benjammin the texture resolution is 4K; the software is Mari. Although when Mari imports and object it's a 1:1 rather then in some software whereas the software automatically converts to CM for example. The objects coming out of the 3D package in to Mari are that of meters. Therefore as you mentioned texel density is…