Okay so it seems you approach it from a 2d point of view only, wich I guess is kindof a natural thing to assume since its all about texture tricks right? The thing is, thats not at all what going on. A baked normalmap accurately stores the difference in surface vector *orientation* between a high and lowpoly surface. There…
3d art has been put in "real galleries" and museums for nearly a decade now. It isn't near the coolness of what this is, but it isn't like digital art hasn't been kicking for many many years. Most of it would need to be seen at a contemporary museum and could be tucked away behind all the blood paintings and sculptures of…
******* NINJA ADMIN EDIT ******* Some of the recent conversation in the UE3 thread has centered around physically based rendering for games, this is really a topic that deserves it thread so here we go! First, some links: Image based lighting, which is essential for a PBR workflow - Paul Debevec, Debevec's research is…
******* NINJA ADMIN EDIT ******* Some of the recent conversation in the UE3 thread has centered around physically based rendering for games, this is really a topic that deserves it thread so here we go! First, some links: Image based lighting, which is essential for a PBR workflow - Paul Debevec, Debevec's research is…
So here's another one... I started on the animation side of CG, with basics in flash then onto Maya and then XSI, where I've been getting my feet wet with low poly (hasn't been easy). But I've taught myself for 3 or 4 years would like to start using it or taking classes. I'm a college freshman in community college…
I doubt many artist who have been practicing the trade for less than a few years will have much benefit from trying to sell stuff on artstation. Seems to me that with artstation, you are mostly selling to other artist. So it's not the same as selling on unity or unreal stores or turbo squid. Your items need to have real…
It is indeed true that you would want to build shadowing detail from light to dark, but you would not want to leave the pencil strokes there because that wouldnt be efficient. To be rid of that and blending the shadow detail from dark to light, you would want to use either a dry brush, or stomps. Some people do use their…
Hey Zac! You can actually bake shadows down on movers, but it would produce awful results on your windmill. The shadows would spin around on your mesh and look silly. Here's some check boxes to take a look at when you are dealing with dynamic objects: Use precomputed shadows: off This'll bake lights onto your object.…
Well anything is possible, but some things are going to work better than others. For example, take a look at the sort of stories that get picked up on rockpapershotgun. Go through their archives a bit and pick out the stories that are about "this new game on kickstarter." I think you'll find most of them have a polished…
In the context of PBR texturing (with the metalness workflow) the phosphate coatings aren't pure metals but they can have visual properties similar to metals so they'd fall into the metalloid category. A lot of stuff is still approximate and there can be contextual differences so it's important to experiment with your…