I've been having some trouble with normal maps in Photoshop. Whenever I open a baked normal map in Photoshop and modify it (add details etc.) and save it, the normal map no longer works properly in Max (Xoliul shader). In this test image I baked the normal map and applied it to the first object. For the second object I…
As a 3D artist who's seen the evolution from low-poly game assets to RTX- powered photorealism, I’ve observed a growing gap between generations of artists. Today, I’ve shared an article exploring this shift where optimization meets high-quality production, and why smart planning matters more than ever. Whether you're…
Tldr; Add colors, stop & do other things come back later. "stuck on textures" i am getting more into colors lately & i feel this is very "one toned". Maybe this is why it may not be interesting enough or satisfying for you? I can say for me (outsider looking in) things do feel off for me also. Did a search term that might…
Your thought process does indeed make more sense now that you lay it out like that. Essentially, the first write up was a broad overview of the technicalities that need to be worked out in rendering, and the forthcoming articles will break this down into smaller chunks? That sounds good, but also stands a chance of killing…
The Items section for CSGO has been out for roughly 2 months and already it has double to amount of submissions of Team Fortress 2. That is because of how easy it is to create your own skins and upload them, even if its just a quick recolor. I've had a few goes at it, and while I'm not the best texture artist in town, I'm…
Hello, just wondering what you guys think should be the cutting points for modular pieces. I was thinking, each floor(duh), but also cutting each floor into 4 sides. I was considering this because of occlusion culling. The player won't be able to see all sides of a building at one time in most games. Plus, if it has equal…
Toolbag has an issue with displacement maps and UV seams, areas around UV seams tend to create breaks in the geometry. There is no solution for this currently. This tutorial is old (for TB1) but covers the basics of displacement mapping: http://www.marmoset.co/toolbag/learn/displacement
This is a great start! This could use a little personality, you can tell a little story with something as simple as a bouncing ball, and thus engage your viewers (and yourself!). Think of the simplicity of the Pixar logo animation with the light jumping on the ball, the shapes and scene are as simple as it gets, and yet it…
You can see when I hit the crouch key it is raising my character up off the ground.. Not sure why it is doing this. For some reason the animations are lifted off of the Y axis in UE4 when I look at them in Maya they are at zero.. but this is true for all of the animations (idle, run, jump) and they still start at zero in…
Hello, I am an indie game developer working on a first-person 3D narrative game (mid-poly, atmospheric/stylized — not photorealistic) built in Unity 6 URP. The game spans five distinct environments ranging from warm domestic interiors to cold institutional facilities to overcast outdoor settings. The same room geometry is…