For instance hard surface automotive content e.g. Gran Turismo PS3, their vehicles we're generally 500k tri count so fairly comparable to budgets nowadays mitigating potential efficiency bottlenecks excluding evolving tech, remains fundamentally unchanged i.e. well thought out topology, uv's, LODS...etc As already shared…
Cool idea for a portfolio piece, and you’re smart to worry about shots this early – the island itself can be great, but if the cameras are weak, all that work gets lost. A few concrete things you can try: * Pick one main story angle. For example: “approaching the hostile shore”. Place the camera low on the waterline,…
Gamers need to know how to play your game. You need to take as many steps as possible to explain how to play your game. Games that do not offer enough of a tutorial to instruct their target audience (and this is almost always a mass market audience, and you should always "dumb it down" if the option is available) suck.…
And each bunny in the game is different Some like it slow, some lick it rough, to be blown on, etc etc. Rubbed, tickled, etc etc etc. Still can't believe I walked in to that!
https://www.omnicalculator.com/construction/brick 8 bricks on 4m is not correct, even if you include long short medium sizes of bricks. Since its a free asset chances are they screwed up, scan area mentioned is wrong etc. Use character scale reference always for patterns and bricks. @VeeNg 1k texture per 4m will give you…
jordank95 Sorry , to show any screenshots I have to ask for permissions but my guess it's pretty typical approach when you do something of macro scale. Buildings for example with unique uv for AO and blend masks , while having repeating base materials . Splat sharers for terrains etc. And decals for wall signatures , small…
Frog & Newt – Blender Artist Rev-Share Opportunity Starleap Media, LLC is in Month 1 of our cooperative indie studio Blender campaign, building Frog & Newt—a family-friendly 3D platformer filled with expressive puzzles, modular biomes, and heartfelt storytelling. This is a pre-funding, royalty-based opportunity for Blender…
Hey everyone, I’ve been experimenting with creating a diamond PBR material with prongs. I managed to build a decent version in Substance Painter, but as expected it only really works at the baked scale. In Designer, I know the procedural approach is the “proper” way for infinite scalability, but I was wondering about…
Hey folks been an awful while 😄. I put the project on a long hiatus of months due to life stuff, but that’s behind me now and I’m determined to finish it properly. I made a lot of changes: updated shaders, reworked lighting and the overall prop layout, added stickers and posters, and strayed a bit from the concept to add…