The idea for Deadskins sounds great. Taking an interesting spin on the Team Slayer gametype with an interesting theme and visual style. I'm KEEN to see where these go, and how the environments progress. Could definitely see some interesting prop and set pieces coming out of this. Grim fate, just from looking at that…
I only worked for racing titles and couple last decades for just a single one actually . And no, consistent texel density is not the requirement . A car cockpit has smaller texel size than outside, then track surface , then outside terrain and track side objects. I recall we once had a calculator of how smaller texel size…
I have been searching for an answer with no luck - I am trying to texture a low poly church with stained glass windows in substance painter. I was going to give the windows a yellow emission but when I attempt to paint on the black details, they become washed out by the emission. Is there a way to paint these details…
Yeah sharing information is always a pleasure, and it's always beneficial on both ends so that's great :) I have a whole lot of questions about Dota myself, and I am sure that I'll find all my answers here given how dedicated everyone seems to be :) GhostD : not sure what you mean by that - do you mean, what happens after…
Some of the games mentioned look like they have some solid mechanics, Mount & Blade looks interesting. But to me they still all look to...floaty...haha...No real weight to it. Too much hit & run type stuff. I'm obsessed with the look and feel of things. An idea I thought might work is simplifying the whole thing a bit.…
Hey guys! Here's a bridge I'm working on in order to learn modularity. When I am done, I am going to reuse the pieces to create something else (not sure what yet, but I'm thinking something along the lines of a courtyard). So far I have my model snapped together in UDK, and I am working on the textures. I am treating some…
Where do I load the gloss map? Do I put it in the alpha channel of the normal map and save the cry tiff as NormalWithGlossInAlpha_highQ? Is there any difference if I put it in the alpha channel of the spec? What about the gloss map for the blendlayer? There's no second gloss slot for that either, so just put it in the…
Hi all, we've finally released Majestic-12 for PC; and it's only $9.99. We've also included a 10% discount for any polycount users who use the discount code below. We've been working on this for the last 3 years, and many of you have watched the game's progress in this thread:…
Hey guys, it's been a few days since i last posted. Been doing some other stuff, and decided i'd next post once i've baked down, and started the Albedo map. Here's some new shots: I'm not really sure if i dig the colours going on just yet, although from a perspective the player would look at the asset (fom a top down view…
It's not that Maya does it perfectly, its just that there are a lot of little things in max that add up to more friction for the whole process. 1) The curve editor drastically affects viewport playback speed. You have to either close it, or deselect everything which you are constantly having to do each time you play your…