Figured I should throw an update in here for things I have completed recently Smelted Relics of Saraddel - Burning Pike Smelted Relics of Saraddel - Flaying Dagger Auspice of Iczoxtotec
If its for personal use then feel free to use whatever software works best for YOU. Now, if it was for a studio then that's an entirely different story. Max/Maya are the most dominant applications and its worthwhile to know at least one and if you have time both. I am of the opinion that the studios do not care what…
One of many options: Flash: Actionscript3: Starling Framework http://gamua.com/starling/ Starling is a hardware accelerated 2D framework to build games with, you get easily full 60 fps with under 10.000 triangles on screen. A few month's ago I worked on a game "Gangster Squad: Though Justice"…
I'm going to chime in as well. I've just started using Quixel - exploring the toolset and I'm finding it very "crashy". In particular NDO. But really, anything seems capable of crashing the Quixel Suite. NDO definately seems the least stable, that I don't even bother playing with it. I have the latest Photoshop CC with all…
I've been doing a lot of lurking, and a few months ago there was talk in the Substance Designer thread about making cobblestone in a fan pattern. To my knowledge nobody has replicated the pattern properly, so today I took a quick stab at it! Tiling 2x. This is just a quick proof of concept for the method I came up with.…
@monster Thanks Juan!! I really thank you for taking the time to write all those tips too; they seem simple enough for a beginner like myself to understand what they're about. Really cool that you moved everything to variables (still find it weird that maxscript doesn't need us to define what those variables are, ha...) so…
I always feel a little bad when people reference that tutorial, I don't think I was a very good texture artist at the time I did it, but I'm glad it was helpful in some way :\ to figure out how to go about texturing old wood (or any other material you do) you should probably start by figuring out roughly what type of wood…
omg honestly just as i was playing around with it after i wrote to you i figured out that its just infinitely tiling and i was like holy.. this is the aha moment. so do you just make your texture map with multiple 256x256 square tileable images? or use separate texture maps? i think i was also having trouble unwrapping my…
You don't need C/C++ at all to learn CG/HLSL. CG's a much easier language than C++ though they look similar in some ways. The biggest hurdle for a lot of people is not having the technical background information you need to learn quickly. It's important to get an idea of 3d maths and how the rendering pipeline works if you…
Lose the normal maps - Use them as a part of your texture if you want this to fit into the WoW universe. It's about the volume the maps add, not about dynamic lighting effects. The Tiling rock texture is missing secondary shapes and the tertiary detail is too noisy imo. Something less consistent through the whole texture…