[ QUOTE ] I'm also looking to sell my previous DS (not lite), if anyone here is interested. My blue one is already firmware flashed for homebrew, but I can just as easily sell my wife's silver one if you prefer. $60 + shipping if it ends up going over $10. I've never shipped anything before, so don't know how much it might…
( The game will set inside an crazy underground world ! ) ( Aerial View ) ( Beginning of the game at a place known to be the end of the World, the final Limit... ) Hello, I'm Hermann kayode, a 2d artist from africa wich worked on a project long time ago (2014 ) It was an action 2d platformer in the like of Symphony of the…
Well, others have pretty much covered it in the replies above : by doing everything in a voxel sculpting app (which can indeed be quite fun) you're pretty much shooting yourself in the foot if your goal is to get to clean and efficient game assets from there. Now there are indeed ways to convert what you have to ingame geo…
I cant figure this out. I went back and in fact made the front doors of the cabinet into separate smoothing groups for each plane and then separated the UV's as I thought for some reason that was causing the problem. (Well that was a waste of an hour). It ended up with the same results you see. I used Xnormals shader as an…
You can add multiple UV sets to a mesh. For detail normals, you can add a tiling normal map of say a weave pattern to a shirt and tile it a bunch of times to give it hyper detail up close. This detail normal can be applied to a 2nd UV set in case your first UV set is not optimal for a tiling detail normal. 2nd UV sets are…
Back to the scene now, I've got a modular building layout done and am working on finishing the first four pieces. It broken up into: facade, 1st story, 2nd, and the roof. This is using all realtime lighting due to my great frustrations with how limited baked lighting is. I'm considering making a breakdown of best practices…
technically easy is just moving/scaling.. texture coordinates. But they will be applied to all vertices. Ie the whole head uv layout is moved around in the texture. Just doing for "some" would be more messy. what I would do is create a uv-layout with only the customizations (like the topleft image) and generate this…
Since we've been coving some much on AO, i'll explain my workflow a little bit. I do this on FPV weapons atleast. Model highres, Model Lowres/uv Seperate highres and lowres so there arent any intersecting meshes that should be, so the maps render out clean. Render AO/Normals Put the lowpoly back together, or generally i…
Something stands out a lot to me, is the flooring. In large part due to the fact that tiles seem to be going under the pillars. From wall to wall it looks fine, but the tiles seem to go under the pillars, and the roundness of the bottom of the pillars don't help - all together it just seems like the pillars are floating…
Crytek UK are hiring artists for the following roles: * 2D Artist Intern * 2D UI Artist * 3D Environment Artists * Lead/Senior FX Artists * Senior Artist Apply directly via the links above. :)