We have scripts that automatically put every uv shell at the same uv texel density. You can also do this manually in maya be applying a checker texture to all your objects and then manually scaling each shell until the size of the checkers match. (but this is a very time consuming way to do it if you have a large asset.…
@chrisradsby Thank you for your response! And I think that makes sense and could something I could take account in... now to just understand how much I know about detailing and the right way to do it, haha. I actually do have some work I've done (mostly just experimenting but at least its something). They are pretty…
Kevin's post pretty much sums it up but I'll share anyway. I have to say though, I wish I had the kind of time he does to spend on assets at work. No doubt they crank out an amazing amount of content at such a high quality bar, but the LD's there are masters of reuse and repurposing assets! The workflow and process of…
[ QUOTE ] Maybe it's just me but I have a personal hate for games that have no brains in the interaction departemnt. If I hack something, I want to see that something affected. If something bashes me, I want my character to be affected accordingly. Not just stand there and do the same lame "hurt" anim. [/ QUOTE ] You have…
So, a while ago I posted a thread requesting advice about re-creating Sheblob from Middle Earth: Shadow of War. https://polycount.com/discussion/215937/what-would-this-cost-roughly#latest At the time I didn't have enough saved up to proceed with the project to the standard I wanted. I now have just over $11000 saved up for…
Senior technical designers are competent in both system and level design, but are known for being detail-oriented developers with advanced technical skills when compared to other designers. As part of a multidisciplinary production team, they help shape the architecture for new game systems; as well as, create and…
Objective: Build a fully playable demo using Unreal Development kit. Time frame: 1 year Part 1 - Planning: Establish game type, art style, objectives, and any other specifics about the game Part 2 - Art: Begin the base component of the artwork, allowing for a "look and feel" for the game Part 3 - Art/Level: Construct the…
Aye Yo Polycount! I wanted to share my latest scene. I have been working on this project in my spare time and really wanted to share it with you all. I have both a breakdown of the scene and a tutorial on how I did procedural generation for foliage and grass in my scene. I couldn't find any tutorials on how to do this so I…
Hello! (Wieh, my first post here, nervouusss) My name is Lily and I'm working on a new universe named Luminé. Luminé will be used for two things; 1 - I'm using Luminé to learn more about concept art, story creating and story telling. 2 - I'll turn Luminé in a web comic one day. The first try will be an one page only web…
Hello! I have a Bitmap2Material workflow question. First of all I have to say that I'm very impressed with what it can generate from simple untiled texture photos! This is gonna be a real timesaver in my toolbox, I'm glad I updated to Substance Live! But I have to admit that I find the name of the program quite confusing.…