Hey guys i am currently working on a Art test for a Prop and i am having this weird texel density issue. It's quite a small prop compared to a Human scale. It's 30CM tall and 25 CM Width and Depth. I was told to use Maya 2019 and Painter 2019 and one 1024 Map. The asset seems to require atleast 20 - 30 Pixels per unit for…
Hey there, I have recently been trying to go extreme with optimizing UV space and have seen videos on people deleting a mesh down the middle, UV-unwrapping it, baking it and then mirroring the mesh later. Basically saving on UV space as the other half would be offset outside the 0-1 space. However when I attempt this I get…
Hi all, long time lurker. I looked around and found some examples of someone attempting this in Blender (in like 2007) but no recent examples. Here's where I'm at: I wanted to see if it would be possible to quickly bake something very complex (like FiberMesh fur/hair, for example) to a fur shell. The idea would be that…
Since your input is very helpful I guess I could share some info about the bigger picture. I'm making a modular environment for a game and even though the final result will be just a video demo of the gameplay, as a practice for me, I'm trying to keep the materials of the scene as low as possible. I used 2 tileables and 2…
Yeah, making these accessories was a real pain. I had to model them on top of the horse so any sort of beveling would be a nightmare unlike how I wanted to initially model them. That was to model the pieces and then try bending them to the horse, but that didn't work. I just needed the best of both worlds. Thanks though…
Role Overview We are looking for a talented U.S.-based game artist to help create visual assets for an independent strategy game project. This is a fully remote contract role for an artist who is comfortable working in a fast-moving startup-style environment and can produce polished, game-ready assets. The project uses a…
Hi everyone, I've encountered a problem where scenes with lightmaps are baked on one machine, committed to a git repo, and then built on another, the static geometry "breaks". I'm assuming it has to with the re-built static vertex list either not being transferred or being recalculated somehow. Either way the bug has been…
Place the low poly elements and their corresponding high poly elements next to each other, but away from other parts of the mesh. IE, the grate from the high and the plane from the low poly should be moved up a bit and away from the 'base'. The two cylinders can be moved out of the groove. You want the exploded elements to…
Hello, This should be pretty obvious to quite a few of you but how do you bake global illumination to textures? I'm coming from VFX so some of the game workflows are alien to me. I was thinking baking GI to second UV map in the same way that you bake the shadow map. To make it clear, at the end of the baking process I'd…