Baking shadows on static objects is a multi-part test to get quality results. And generally speaking, the results that look the absolute best would never be actually used in a game setting due to budgets. (Depending on the circumstances, of course.) However, it doesn't mean you can't do it for portfolio / beauty renders if…
Here's a simple test I just did(as simple as it gets) But all the elements of your model are very simple primitives and you shouldn't have issues if you follow the few important factors: Smoothing groups based on UV shells/low-poly triangulated/high&low geo matching closely/xform reset/enough padding This was baked in SP…
I am in a similar position to you actually. I have been learning Blender and a lot of basic art concepts for the last few months. In an ideal world I would be setting aside a hour every day to learn, but in my current stage of life that's just not possible. I have found loads of great resources though. There are lots of…
Hi guys! Lovely to see everyone having fun with this challenge. TW: TRYPOPHOBIA I attempted to recreate artist Jose Vega’s Dungeon Stage concept in Unreal Engine. His ideation process is fascinating and the featured artwork has so many interesting elements that ended up giving me serious scope creep. For this project, my…
Hey, sorry, yeah I was thinking the same to post everything in detail. So, here it is - This is the main mesh. So there is no low poly in it. This model itself is a low poly or you can say a mid poly model. As you can see the wireframe in image 2. I have to do the texturing in substance painter. I always face this problem…
So i got bored doing my current thing and i wanted to see if the 12 sided issue could be used at all. If you are restricted in whatever you are attempting it can be done but i guess it doesn't look all that, but then again its just a cone/drum, didn't add handle or this wouldn't have been as fast as it was. Before…
Hey everyone! I started work on this project a few days ago and wanted to post it for feedback / documenting my process. I really love the [a e s t h e t i c] of cyberpunk environments and wanted to try making one using a more simplified style like you might see in Jet Set Radio Future. So I'm trying to see how far I can…
Hi I would like some guidance... I am 17 and have been accepted to a Uni, I believe I'm going to major in whatever they have closest to game art... I'm looking to work as a character artist but anyways here are the questions I have pertaining to that. At the end I'll state what I am leaning for with what I know right now,…
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,…
Sorry I missed this post! 1. Yup! Material IDs are set for a future release :) 2. I will have to talk to the team about this, but I don't think you will see much of a speed up by only baking maps that have had their settings changed as the majority of maps are pretty instant. It might be worth seeing if this can be done…