Right now I'm reading 'Your Inner Fish' by Neil Shubin. It's about how the idiosyncracies of the evolutionary development of our own bodies can be enlightened by experiments and research into animal (particularly fish) anatomy, embryonic development and fossils. This is written by the same guy who found Tiktaalik in the…
[ QUOTE ] you're missing the point entirely. this has nothing to do with people who love fun games vs. "gfx losers". R6 is a venerable series and i really wish that it could stay the kind of niche title it started out as, with all the planning stuff that people are understandably upset is missing from Lockdown. but it's…
fwiw I generally advise against baking normals onto cylindrical objects like this and to use a trimsheet-like approach instead. Using a flat tangent space normal map and allowing the mesh normals to emulate curvature generally results in a more stable result than the baked map. the main reason being: - if you're using…
I've been working on a procedural planet generator tool for Unity, feel free to check it on art station to see the demo videos and give me feedback: https://www.artstation.com/artwork/wrX159
Ok, wow. I have no idea what I wrote in years past - hopefully it's consistent and not too confusing ;) - and I just googled the Intuos 2025 and yeah: that looks different (mine are what might be called Intuos Pro of the previous generation or two). So you got three separate buttons on the pen now as opposed to the rocker…
Well done on finishing your figure to this stage. You haven't done a lot of characters so starting out it's important to shoot for a generic figure. It's not in your best interest to begin with exotic characterization. Get good at standard generic figures first, this gives you a good base. Its much easier to correct your…
Hey Polycount, Releasing Quadify Ultra today, and wanted to share it here since this community has always been where serious topology conversation happens. https://youtu.be/1_7xRSyeLUc What it is Quadify Ultra is a retopology addon for Blender 5.0 with an ML routing engine. You select a mesh, hit Ctrl+Shift+Q, and it…
I recently came across a presentation slide regarding Guerrilla Games' character texturing pipeline (specifically the improvements made for Horizon Forbidden West). I would be interested in finding out how they extract the average-skin tone leaving only the skin variation, and if they use any other maps, such as hemoglobin…
just because it'll get you later on. games generally don't use transparent materials for leaves - instead we use alpha-clip / alpha-test. These are significantly less costly to render and sort on the GPU - the downside is that you can't have graduated transparency. it's probably a good idea to get used to using them since…
I work with generic units by setting my default units to 1generic unit to 1meter in max unit setup. So with this in mind when I make 200 units box in height (default player height in Unity 1.8m =6 feet so we just round it off to 2m) 200/100=2M basically with this setup all you have to do in Unity is change scale factor to…