Hi there, I am thinking since many years of doing an old-shool crpg, feeling motivated to try again ! I started working on a classic medieval city yesterday and want to see what I can do investing a bit of time in it everyday after work, I think its a good way to see if its feasible to do a crpg of the type of Baldur's…
I managed to solve the problem. I adjusted the topology and added a Weighted Normals modifier with the Smoothing Groups option. Without it, dark edges around the hole were visible on the normal map. I wanted to ask if using the Weighted Normals modifier during normal map baking is a proper workflow. Also, is it worth…
Hey there! I'm kinda new to SD (and to this cool forum!) and I'm trying to create color variation for a simple tile texture. the logic is that I want the user to pick how many color he want to have, and add weight sliders per every color. here is an example for hard coded one with some histogram select: The issue here is…
Standard troubleshooting steps I'd go through is first check the easy things: toggling nanite on and off. if this solves problem, you know its nanite related. can also export the models and reimport as obj and see if that makes any difference. if it does, this would indicate something borked with import of the models.…
That's what i used to do over cgtlak 7 years ago :) . If previous critics were ignored, there wasn't any reason to lose time. Helping others may be good if you are still a rookie, still learning. But believe me, when you know how to do all the things, you are only wasting time. You will notice that when you get older. In…
Hey Nick, these are looking great! I especially like this one, good lighting and feel, makes me really want to explore the area. Your other pieces are nice, but if you are moving towards props/environment concept work, I'd focus more on those. The pieces you have above look more like an illustration/pre-vis shot for a…
I really dig your ideas about UX and hotkeys. On that point,
I’m reminded of a really old android app I used to use: Cloverpaint. It also allowed
color sliders to be keymapped, with a clever design that also let you slide
up/down to change the scale range, allowing greater or less granularity on the
fly, e.g. value slider.…
Project: Prospera - a Renaissance-era island logistics city builder (think non combat Anno in pre-industrial Mediterranean) Developer: Velarion Games (solo indie) Engine: Unity URP Type: Freelance / Contract Timeline: ~4–6 weeks after a paid test task (flexible, quality first) Budget: $3,000–$6,000 USD for the full scene,…