It was a very common technique once with combining multiple neighboring objects in a single, often non-square texture for a sake of having one shared distant LOD object in systems using hierarchical lods or lod grouping . Still works with that logic and good for mobile games for sure but AAA games moved toward UDIM…
Hi Eric, here's my process for creating textures for the wooden crate: First, I delete the back of the object, then I import it into Substance Painter. Once I'm done in Painter, I copy the textured faces to other surfaces. I adjust the UVWs later, here are some screenshots.…
Don't get this wrong, but a game design that can't be accomplished by the team at your disposal is a bad game design. Rethink your approach, study masters of the genere you are doing and understand what they are doing. 75 'very different' monsters is more than tripple A studios would do and therefore a horrible approach.…
Arc Productions, a Canadian based CG animation and visual effects facility located in downtown Toronto is looking for a VFX Compositing Lead to join our team. With over 250 artists and technical directors and the most up to date resources available, we bring the vision to both major Hollywood studios and independent…
That thing is totally awesome Ghost. Be awesome if you could spiff up the armour with more of what you had in the concept, but even if you don't it pretty much kicks ass. By the way, might want to call it a Taurc or something, it's spelt Orc in Warcraft, not Ork. :P
That's a good suggestion, I'll see if I can incorporate it. I kinda mixed and matched elements, its the base from a space marine aa gun, and the top of the ork gun. Not going to have any characters in the scene, but definitely going for something leaning towards orc style.