I'm a solo dev who likes to work on games during my free time. It's more of a hobby that I hope to start making money on someday. I'm an independent game designer and artist. I have a job that works usual 9 am to 5 pm Monday to Thursday. I like to have Friday and maybe weekend be my game development work. I went to school…
Yes, everywhere there is a hard edge, you need to split the UV, and add space with edge padding. More info about issues to solve with normal mapping here FWIW http://wiki.polycount.com/wiki/Normal_Map_Modeling
That's precisely what I'm trying to solve. What can we do to turn those people into customers and contributors? For the online, the most common solution is to make it free to play and sell digital goods to players within the game. But what about the offline players? What about the TES and Force Unleashed type of players.…
Well, they can always give it a go or revive within 3D space just like Minecraft or FEZ? Arent these voxel art? However, I like this guy and his article! He reminds me when I'm pesting agasint CG animation feature films when I prefer the art of traditionnal 2D movies. I understands hisfrustration and he is partially right.…
Companion image: Final Image: Some nfo: I started to view the story as a cinematic style action game. You would play the roll of David Darello in this turn of the century style alien world and you task is to solve a large mystery and capture some alien bounties as a portion of the means to do it. Along the way he would…
Hey all! It's been a long time since I've posted anything here. I've been super busy working on Natural Selection 2 @ Unknown Worlds, but I've been working with what little free time I have on a pet project of mine for awhile now and it's about damn time I started showing it and getting some feedback. So here we go!…
Hi everyone, Let me present a very simple practical example, Modeled in 3ds Max 2025 and baked in Substance Painter 11. Low / High Normals When I do the bake I always have a problem where a light jump can be seen in the area where the seam is. I understand this is due to the normal bake; the test was done using averaged…