Hello Polycounters! It has been quite a time since I took part in a Polycount Challenge. The last one I did was the December-February one. I really like the three concepts involved for this edition, and was wondering which one I would do for several minutes. My choice is set on the Ulfen Guard, for the main reasons that I…
The film made a $260 million loss - which is quite frankly absurd. Whoever game a film a $350 million budget needs their head on a chopping block, because in order to break even, that means around 80 million people need to go and watch it...
Hello Peanut Sorry to hear about your injury, get well soon !!! I absolutely love modo and have been using it for about 4 months now. There are loads of materials and textures that come with it and here are plenty more: http://forums.luxology.com/topic.aspx?f=3&t=16238 Should be more than enough to get you started :) As…
I know this is an old thread but it's still an (annoying) issue! So everyone having the same problem as we should go here and vote for this to be changed: https://allegorithmic.uservoice.com/forums/261284-substance-painter/suggestions/34205929-headlight-from-camera
During the process I found I wasn't completely satisfied with the overall look of the armor in the original concept. I was also inspired after doing some research into Tlingit slat armor http://alaska.si.edu/record.asp?id=261. I also thought that the fur-lined underclothes would be kind of redundant on such a hairy…
Takes 260 hours to get to... What? Did you actually play the game...? lol. Besides, doesn't matter what I say anyway, the game will sell by the shit load and it will be lapped up... But I do think that everybody is starting to feel a little worn out now with the series.
Its because you have those poles on the edge, Maya smooths with a subdivision and those poles make it want to interpolate that as a curved edge and effs your normals regardless of how much you harden it. Add a control loop to get the poles off the edge, that should get the artifacts fixed. Hard edges need that protective…
Sounds about right. Artists shouldn't have to worry about linear/gamma beyond a checkbox in engine for the current generation of games. Anything more then that causes a lot of headaches. This is what makes substance painter/designer so great. What you see is what you get and you never have to worry about color space. It's…