It really changes on what kind of work you should do. Just make experiments and get more experience to make better decision. I made a lot of wrong decisions on our studio's mobile games but i learned a lot from them. Now i'm still learning and trying new workflows to make it better and more suitable. For environment and…
This is what I meant... The first picture shows a circle displaced and made to be a normal map with very little to no bevel: This next image shows the same shape with some slope applied: these were captured in Substance Designer, using the same tessellation setting. On the first picture we can see similar artifacts to…
Update time. I actually don't have any really good excuses for taking so long on my update. Took sometime and decided to re-evaluate the purpose of this piece and my approach so I could take baby steps back up to full operating power levels. I'm super excited to be back at it though, ready to kick some ass! I would like to…
WELL.. hello, sorry about the massive gap on updates for this, I went back to uni so had to wait a bit before continuing + learning cry blah excuses XD Anyway so I am now actually working with a few other people on this, but I will be mainly using this thread just for my own parts on the project (Assets and the Cabin) as…
On the front page, it looks like you only have one finished artwork. I just thought the picture didn't load all the way for a while. Might want to get creative on fixing that. Maybe seperate project pages, or categories? Also, if you're going for realtime jobs you want to use an Engine or Toolbag 2. Vray/Keyshot don't show…
There is no typical count, totally depends on your particular target. 8000 sounds great for MMO use. You'll likely have LODs too, to handle crowds of players & NPCs. Usually character clothing means removing any skin underneath. But if you allow the player to heavily customize the character (like most MMOs) then you need…
if u r planning to do a DM map then i would say your layout is still unfinished. It is hard to judge the map layout if u dont have all the gameplay in it including pickups, bots etc. Making a rough lighting (only gameplay related features for now) would help as well. I'd say u could first finish up the layout, make it…
Well we use HeroEngine and our teams can all work on the same stuff at the same time... it makes undo interesting, to say the least. I'd imagine something like that could be done for 3d apps, but it'd be very, very difficult- they aren't really built to be able to do stuff like that and I can't imagine what you would need…
Indeed it is. You can make global changes by finding the post process chain (just search for it in the content browser) and adjusting the AO node. Lots of control including intensity and fade distances. Well, you're seeing a few things there. The reason the wall looks as if it has so much AO is because Lightmass also bakes…
I'm not sure I understand what the difference between method 1 (decals) and 3 (polygons) is? If you're going to be close, and it's not something simple, like a tiling line, use decals (polygons for the lines). Give them a chipped paint alpha, and lay them out however you like. Alternate methods I can think of: 1) 1 giant…