1. Depends on the type of game you're working on. Some titles will call for nearly 100% photosourced work, while others will need next to none. If you like painting diffuse textures, aim for a company which produces games with a non-photorealistic style. You can still handpaint a lot of stuff even in a photorealistic game,…
Unless its reaaally serious breach of information, like the code for the engine for example and other "trade sekrets", you will mostly likely just get a Cease and Desist email from the company. For a few art assets, its usually not within their interest to pursue it further. It is still a bad Idea to do this though.…
Unreal's documentation suggests to leave the Specular at the default value of 0.5 and only modify metalness/roughness. My usual setup for non translucent material is: Texture 1: Albedo + alpha if needed Texture 2: Roughness in R, Metalness in G, Occlusion in B Texture 3: Normal + displacement if needed For translucent i…
Ruz, I guess it works better when the artist and coder are friends since long back, and both have an understanding in game design. Usually it is the coder who has spent time coding games and trying out game ideas, while the artist has made art for pretend game, but actually has no real experience in game design. the coder…
I think usually when people give you feed back, they should stick more to telling you how you can improve on what you already have done, anyone that feels its their place to tell you what to do specifically that has nothing to do with what you wanted their opinion on in the first place can go to hell. Usually I find people…
Gonna necro this thread as I recently googled this exact topic to see what others say. Here's my 2 cents: My personal method is to first guess perspective of the concept, then work in that perspective in zbrush. If I think the concept is drawn very flat, I use less perspective and if its very distorted with fov I use more.…
Thanks for the quick replies! You helped me a lot, cause meanwhile I found out that at least one of the exporters ("Enhanced MD3 Exporter v3.0") definitely works with Max 6. There is another list about compatibilities on www.maxplugins.de which is pretty similar to CrazyButcher's: >Max 1 plugins only work in Max 1. >Max 2…
Mhm, okay, but I always had horrible edges on the bake whenever I didn't have the same smoothing group covering both sides of the edge. I mean, my method is usually to use a Smooth by UV script that puts a smoothing group for each uv isle. I also usually always unwrap so I can avoid direct seams where I want a nice clean…
In the US you're entitled to one day off in seven, I believe. There's a lot of factory and nursing work around here and that's usually the schedule they run. I'm not in games but in publishing, and every fall we enter crunch. For me it's weird, when things get tough I want to work more, so when I'm crunching I usually come…
For the purposes of tiling textures, no. The default behaviour for UVs is usually to repeat the image infinitely in all directions. So you bake to the 0-1 space and make sure that it tiles. Depending on what you're baking, this is usually by having some of the high res mesh duplicated (so that what runs off one side comes…