haha, oh, i remember neuromancer how the game plays is secondary to me for this project. mostly what i want is to make a world similar gibson's, or just my own spin on it. im thinking maybe ill just make up some characters and some environments. some BAMA or night city streets or something true, it'd be a somewhat shallow…
https://www.artstation.com/artwork/1xRr3Z is the link to my new environment for the surveillance room. Looking for feedback to make it more realistic or better in any way.
There are lots of methods to bake nowadays and many ways to get fantastic looking bakes. It all boils down to the tools at your disposal. Many parts of the pipelines can be automated to a certain degree as long as there is experience available to make that automation happen. In my case, I wanted a 'turn key' solution to a…
Hey guys, it's been a while i had my eye on the Unity Asset Store. At the moment i'm making a living with Dota 2 content creation, but i might want to move my efforts on something that will be more "durable" in the future. So what do you think? Can that be Unity Asset Store? Is there any reference online of how much money…
Didn't see it posted so ... http://www.youtube.com/watch?feature=player_embedded&v=R0l7LzC_h8I&hd=1 Full hour plus on the making of Last of us. Well worth a watch.
Hi there, I am currently getting used to Blender and I'm experimenting with baking high poly to low poly using Substance Designer. For testing purposes I just made a simple cube, then beveled the edges on the high poly by a lot to get a smooth normal, but I keep getting weird seams. Here are my seams and hard edges set in…
Hey polycount, I've been trying to figure out the "proper" workflow for triangulating a mesh before baking and if it is even is a requirement. From my understanding one of the reasons it is good to triangulate prebake is so that your normal maps dont get messed over when another app reads the normals differently. However I…
Hey there! i recently just created this character in maya. Since its my first try at making characters i dont have much insight into it... could you guys help me make it more appealing!! Your thoughts on it will be much appreciated :) Ps: i do intend to apply hair and fur to it, but only after the mesh is finalized. Here's…
When I work, if I'm going to make use of other maps, I plan ahead and model accordingly. If I'm going to be using spec and normal maps, then I'll use zbrush and give the sculpt a painterly flair to it. Once I have my high poly bakes, then I can create AO and Cavity maps that help set a framework for the diffuse. I've also…
Yeah, there are certain things you'll never get from a painted bump converted to normal map/ndo/crazybump/knald/etc. Larger forms, beveled edges, etc you really need to model a proper high poly mesh for. A painted normal can also never account for the smoothing of the lowpoly mesh either. When you bake a normal map from…