with Maya it's usually either the material or something getting disconnected / bent out of shape in the history and causing the link between a shape node and material to get borked. Sacrificing your first-born (or deleting history every third operation) generally helps to avoid this sort of bullshit.
I would use Substance Designer only if you really need something "procedural" . Photogrammetry takes fraction of time necessary to recreate such a texture in SD and ALWAYS looks better and more real if placed next to each other. Another thing is you can create such things in actual 3d soft , even Blender , using custom…
hey guys quick question, are there any servers specific you suggest I add usually every time I go into TF2 I just wait for the entire roll out list to come out, and then usually chose the one that has almost max players and usually thats ok but sometimes that hit or miss I would like to try out new maps and such but I dont…
Yeah if you are working for reputable folks its rare that things go pear shaped. You should have a contract in place just in case though. One attached to the quote you send with a note that accepting the quote accepts the contract is usually enough for most jobs. Working online for unknown clients is a different matter.…
This is a great idea! Gamedevmap is nice and all, but a total pain in the ass to actually use. So many of the links there are dead or publishers, or tiny companies that are in no position to actually hire. This thread actually makes real studios looking for employees easily accessible, so very cool you are doing this! The…
@cptSwing, better knobs and options to optimize for mobile are really lacking in Shaderforge. A second pass on the shader code itself is usually common to do some cleanup work. I usually make a copy of the shader in the same directory with a '.' at the beginning so Unity doesn't see it. Then I go through and switch down…
Hello fellow polycounters, been a while since I've posted anything here. I spend my free time working on my own game using UDK (usually lurk the UDK forums), and now I've started working on what will eventually replace the main character in a future iteration (aimed towards UE4, which I'm assuming should replace UE3-UDK…
Hi guys! I am learning about 2 ways to texture large landscapes. Mask creating and terrain creation not a problem. I am more interested in texturing workflows. If someone who is pro can gave some good tips, pros cons what is usually for both terrains for games or in 3ds max, Blender. If I have 5 masks and textures for…
yes, also one the reasons I really don't want to switch software, its jack of all trades software. No, the pixel perfect strokes is not the same as the pencil tool inside photoshop. The end result is that the artist is able to draw diagonal strokes without having to clean up. Look at the gif inside…
What makes you go wow is when every design principle is sound and it's working together really well with all the other departments but that's a thing that's really hard to get. There is no magic sauce solution to these things so you shouldn't expect an answer that will solve all problems. Usually Environment Art for games…