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I am working on a project in which objects have various Td, and some of them even have various Td themselves in certain areas. I need a smart way to automatically mask those variable Tds into 8-bit grayscale, which I will use in Substance Painter for normal/height correction.Are there any apps or ways to do this? [I work…
Looking into creating some snowy hilly roads and have a workflow in mind, but seeing if there's another, better way to go about it. My road is wide enough for 2 cars to go with some space in between, and I need to get some snowy tire tracks going down the middle. Using a tiling snow texture with tire tracks built into the…
This is my project based on the Fatekeeper Concept by Art by Daniel Alekow, It was definitely difficult but I'm satisfied with the end result compared to my usual speed, although I didn't make the deadline. I tried to stick more closely to the concept since I'm not great at designing but Its awesome to see the details…
If for anyone the padding option isn't changing the padding on the baked maps, check if it's the fault of a ground plane you might have imported. I was just doing some low-to-low AO baking and using a ground plane for shadow casting, but the plane that was perfectly filling the UV space (not directly visible) prevented any…
Hey all, I've got a mech that I've rigged in Blender and want to animate in Cascadeur. Sadly it is a chicken-leg mech and not at all humanoid. I spent the better part of an hour trying to play around with getting it configured for use in Cascadeur (it's barely functional), but I'd rather just pay someone who knows what…
Hi, I have these mixer textures for terrain blending (images attached) and I’m curious how they’re made. Are they procedural (generated by code) or usually hand-painted? Any tips or references would be great. Thanks!