Nice work, Simon! Truly:icon60: She really feels alive and belonging in this scene An quick idea regarding contrast: At the moment they're both standing, however If you were to translate the other character down abit..in the back ground crouching in the weeds.. It'd help convey a stalking 'feel' to him, as well as…
I think part of the reason this is confusing is because everyone is treating "tessellation" as a single set feature, when really it is just a shader function and can be used in different ways. Developers are creating different tessellation algorithms that work in different ways and are better or worse for different…
Need to ask you guys about this. So i took my original model and changed the proportions quite a bit, just roughly to get more shape in regards to the concept art. i then remeshed it down to around 15k tris for a lowish poly model and created some Uv's on it. What i was hoping to do, but seem to have hit a wall (it'll…
i find that graphics really dont matter at all, there is the intial wow factor that lasts all of 5 mins, but as soon as you start playing your not really looking at the pores in the skin anymore, your just looking at movement. like when i seen screens of crysis i was blown away, but put in motion it just felt like every…
24. Texturing: Specular, Gloss, Emissive, Alpha I dont want to go into too much detail here as there are many in-depth articles covering this topic, but I do want to go over the basics to help out the newer artists. Specular maps are used to control the specular intensity of reflections on a material; the higher the…
Personally I've never tried baking a model that exclusively uses creases. For me it just comes down to it looking terrible in the viewport. It's really difficult to gauge how smooth a corner is with that ugly gradient that is present. I guess it's trying to simulate a curved surface visually but it's still a super tight…
In most use cases, mid poly modeled with appropriate detail will serve as both the source and target mesh, without the need for a conventional high to low poly bake workflow. In other words Substance Painter for example, enables the user to self-bake their mesh maps. Anyhow check out these comprehensive tutorials which…
@ Viq, "Don't think of group as combine. Think of a group as a quick way to select a bunch of objects and move them around, it doesn't really join them all together into one object but rather gives them a bounding box and a group name. In the history stack it shows EditPoly in italics which means you had more than one…
https://docs.google.com/forms/d/e/1FAIpQLSdlacbXMY8XdVs_nfOcQWQTa5icU1719-68URfyp61O25X0wQ/viewform?usp=header im currently doing my final year project and for my research i have created a survey about the use of generative ai in the games industry any responses would be much appreciated thanks
Thank you for your comments, guys! @Elod.H Hah, looking at the first screenshots myself and it feels like these were made years ago! I find CryEngine much more suitable for open world levels It has great tools such as river, road and time of day tool and superb vegetation shader right out of the box. I spent so much time…