nope -realtime lighting is much faster and less time consuming for the art team as one time/weather cycle needs to be set up for all outside envs (maybe more if you have very different locals, but still just variations) all map/level/env artists need to worry about are small local lights. -baked lighting often requires…
Dear All, I have a little confusion with xgen expression editor. I saw a lot of example, and read the autodesk pages but I don't understand how is it works. I would like to color the hair by primitives, but I can not find any variable in related to the color of the primitives. I expected something like this:…
*EDIT* We've found the right person. Sorry everyone, this job is closed. Hi everyone, I've got a paying job for someone to create a 3D model from this illustration: You can also see the pixel art version of him here: http://superlemonadefactory.initialscommand.com/char_andre.html and here:…
hi there, im working on the making a low poly object fronm a high poly. And I have a problem with my render. At the moment I have a standard material with a normal map in my bump slot and a AO map in my diffuse slot. The viewport is set to display with hardware display with maps. I havve no light in my scene. In seems as…
[SOLVED] If you want to get fully transparent textures use this http://bencrowder.net/art/blender-quicktips/transparent-textures/ Or more comprehensive methods like this http://www.katsbits.com/tutorials/blender/scene-view-alpha-transparency.php# Hey everyone, I'm just a newbie trying to figure out a simple problem I've…
Hello! I am freelance 2d artist and animator looking for work. Here are some games that I was working on. http://www.youtube.com/watch?v=basKToTJj9A - complete art/animation https://www.youtube.com/watch?v=AFPPrX2vcgI - complete art/animation http://www.youtube.com/watch?v=ijT1JC32ODI - complete art/animation…
Never felt a necessity to measure roughness to get realistic material. Usually it's so obvious visually. Besides same kind of material could always have some variation in roughness and still look perfectly real mostly. Also based on my gamedev experience it's pretty much dependent on a game implementation and while called…
More mad experimenting this week. I’ve been trying to create some new looks for pixel art-style images, specifically tiles that can be used in 2D games and things. On my ART – Brick page, you’ll find: A bunch of cool new brick tiles, 64 by 64 pixels each. Some have a 3D look to them. https://soundimage.org/art-brick/ On my…
The required count depends on the size of the area you're painting on, the level of detail you're looking to get, and how efficient the vertices are distributed across the mesh. A million might not even be enough if most of those verts are in the wrong place, or the detail you require is too small. A general rule of thumb…
I was considering backing this, but that video couldn't have turned me off more. You really need to revise it and get a better speaker, or let the game do the talking for you and use text to convey the message. I don't need to know that the game is 'retro' at all, since it's plainly obvious that it's 'retro' already. (Or…