100% @obscura optimising the in-game mesh is very much an art in itself, and thankfully, having that experience over the years when budgets were more strict gives us a good advantage ad makes it second nature. Thankfully though, we have enough leeway these days to not have to manually turn edges. :) I see the very same…
So umm... this took way too long for me to gain the courage to do something like this. As of this Monday, I have started a video game artist development vlog that I am calling "Daily Dev Update". The idea is to do a 1-2 minute video every day going over a selection from a handful of things. - What I worked on that day -…
what?? i played around with it for a couple hours. the results are ok, but nowhere near as nice as the baked scenes I have done with a proper lighting setup, not to mention the performance difference. Ran decently on my 1060 but its not really a practical workflow for actual gamedev at the moment. the fast iteration time…
I'm not just saying this because I don't like the new design but... the old design looks far more functional and a lot more believable than this new sci mess. Probably because back in those days they actually made models from existing materials. These days its all CG. So designers have less limitations, which results in…
I have finished my vinyl jukobox! It is one of my official first 3D models that are done. I have struggled quite a lot with it, as I am usually learning as I go; the progress is very slow, and there have been times where I spent an entire day on something only to not get anywhere. Now that I am finished, I can see so many…
Thank you guys, it turned out somehow like this. I'll take a closer look at everything you've offered me (unfortunately, I've been working on it for the last few days) and explore the possibilities of optimized texturing. At the moment, each such 'module' contains a separate unique material plus decals. The result,…
Since you mentioned hardsurface, I've heard boolean modeling is pretty powerful for hardsurface these days. Frank Polygon's sketchbook is pretty insane https://polycount.com/discussion/221392/sketchbook-frank-polygon#latest I do a lot of hardsurface, but it's character armour so the workflow is a bit different and I do it…
@DavidCruz it's really great, THANKS when I saw your gif, it makes me feel like this is the character I wanted till te very beginning ! it's really cool that you get the shape and personality in him like this ! Myself was struggling with the proportions since the very beginning, and the fact I wanted to fit my character in…
The real problem with the continued premium pricing on XBox Live is that everyone else is catching up. When XBox Live first caught on, it was offering services that no one else could. These days, things have changed. Now everyone is offering very comparable services, and aren't charging for them. XBox Live's original…
:poly102: Ok, this is a little embarassing. Thank you, this improved the normal map drastically. Really the devil is in the detail. Thank you very much. :) *next step* This worked, to a certain extent. This is the current result: These are the same (small) artifacts you can see in Maya as well, on a dark material with high…