Bump and just to update: This can lead to regular part-time work for additional environments and parallax backgrounds (but doesn't have to if you are time constrained).
Having the multiplier set to 2 was a constrain of fixed rendering pipeline. With current shader programmability you can definitely add more control over that.
Alex3d - I think you've just given this guy some pretty bad advice, at least from my perspective. So for lewist's sake, here's another oppinion - Of course its important that you can produce high quality assets on there own but it is a necessity to be able to make assets that fit together in an over all composition and in…
Hey! I'm by no means on expert on any of this but here's my two cents - I've always thought creating new things within the parameters of an already defined style is hard to do well! I can only echo what some of other people have said but - A lot of people make style guides to help - which are just big illustrated rulebooks…
I'm thrilled to hear that my method worked out great for you. Would you be willing to provide me with a small cutout of the model that contains pores and whatnot in order for me to test out the baking options myself and see what works and what doesn't? Unfortunatelly the only thing I was able to come up with is a geometry…
https://www.artstation.com/artwork/oJvbBw Yo yo, my studio's game Ambrosia Sky was released yesterday on Nov 10th! I was the enviro artist on the game. I did most of the kits, props, textures, level art and lighting. We had a few other talented artists contract with us for key moments in production. The game itself is a…
That's really cool , the presentation is really well done. How did you constrain the marmoset viewer zooming in and movement? I couldn't find anything of that online.
Hlllluuuuutthhhh I'd say it looks like The Last of Us. Except it looks better because you aren't nearly as constrained by polycount and texture resolution. Incredible!
Do a unitize, select all edges then move and sew and then do an unfold constrained to vertical or horizontal depending on how they're oriented to get the ratio right.