I bought a RedDragon mechanical keyboard about 1 year ago and already some keys are dying. I'd read that mechanical keyboards are meant to live for ~10 years. Anybody using some keyboards that lasted for a long time? Is it worth it to get a mechanical keyboard like a Steel Series in the 100+ price range? This Red Dragon…
Is there a proper normal map blending for "detailed" second normal map that could preserve rounded look oh hard/split edges . It's "overlay" blending in Blender for example . It looks even worse in game. Detailed normal map reveals the hard edge seam instantly. I use same tangent space /UV island orientation in both normal…
Hello there, I'm Mel, an Illustrator & Concept Artist that can work on different software. I mostly use Photoshop and Blender. I'm specialized in Creature design but i'm also able to work on props and environment. I am available and looking for remote or on-site work in Europe. It also can be has a freelance. Portfolio:…
What was initially inspiration to render a rally car in a studio setting quickly evolved into trying to place the car I chose in an environment that was contextually relevant. A winter forest scene sounded like a great idea. Software invovled: Maya (main asset organization and prepping) Blender (fast remeshing and…
Hello everyone, this is Denis Weber. Today I’m going to talk about what happens if you combine LEGO and the iconic movie Terminator 2. I’ll show you how I created a real LEGO trailer and what came out of it. I like doing such large-scale projects and if you have any cool ideas, let me know in the comments. If you prefer…
Thank you for this info and all. I appreciate your notes. I do have a few things. The part about hard edges having no slits or to say no seam will result in artificats. Is that why a good idea at times to use weighted normal or just have it complete shade so it doesn't get it. I know that substance painter will tell you…
i have a surface level of understanding sRGB and color profiles and was wondering what key aspects i should understand for game asset work. as far as i understand sRGB like all color profiles, translates RGB values to a color/value, but sRGB allows a 50/50 distribution of the spectrum with minimal gamma correction. as far…
I want to spawn foliage (mainly moss cards and some mushrooms ive made) on some rocks within the rock material I have set up. Basically wherever the moss texture is, I want there to be moss cards that spawn. How would I go about this? I dont think I can use the same setup for spawning foliage on a landscape.