I'm a wee bit confused on what you mean over getting fired on the roofs. The roof in the concept drawing is open for interpretation as it currently is, it implies some sort of shingling but is not descriptive. I'd say being able to interpret a concept is important, and so is knowing when to change something if it will…
Hi (I'm new here), I liked your work but theres a few pointers I can give you that I have been told by people that do this for a living, I'm still at Uni myself and have attended loads of industry lectures in the past couple of months. If you want to go in to gaming its all about specialising (if not ignore me), you have…
Wow, would you guys like some cheese with that whine? I think I have some. It's called ass cheese, and there's a whole plate of it here for you. I made it fresh. First, the intent of the original change to US copyright law that allowed unregistered works to be instantly copyrighted was to give you more time to file a…
Hi there! Pixel-artist/animator/programmer-turned-zbrush-user here looking for an artist partner to design fun new game ideas with me and to work alongside to make art for them. About me: As someone with almost 17 years of holistic experience with the games industry, having intermediate skills or knowledge across all areas…
Assuming you're targeting modern hardware (series S or better ) If you're using Nanite it doesn't matter If you're not using Nanite it still doesn't really matter. There are only two things you really need to worry about: Memory footprint - a mesh with more vertices takes up more memory than ones with less. This is only a…
Hello Allegorithmic team. I am looking for a way to precisely control image projections onto a model in Painter. Now of course I am aware that I can paint and therefore "bake" to static pixels any texture image using the projection tool/brush ; but what I am actually looking for here is something similar to the dynamic…
Hi! Is part of the mesh mirrored? If so, I'd make sure to offset the UVs of the mirrored geo by 1 (can be set in Blenders mirror modifier), so different points in the 3D space don't write to the same pixel. If you want to enable people to reproduce your issue, share you're meshes (if small enough, zip and attach to post).…
I'm my own experience NVIDIA's OpenCL is a bit slower than CUDA ( because it's made on the top of it so you add another onion layer plus you need a lot of care about the register pressure resultant from the JIT compiler/different drivers ). I've found OpenCL is bit harder to program than CUDA ( because CUDA supports C++…
Honestly if you plan to use in a game there are several issues to consider that don't really get brought up around here much. drawcalls, overdraw, batchcount... they vary between engines. usually using 1 material per object is better than several.But on an object like this I can see reasons where one map ISN'T better. 1-…
Hey man, Few pointers that might help. For the header. Red and white work nicely, though it is a bit unclear because of the background img being so damn white too. I'd try and darken that quite a bit, ditch the drop shadow or make it really soft. Maybe try a white pixel outline for the red text to make it read better.…