Name: Arsenii Kolesnikov Timezone: UTC +3 (GMT +3) (Moscow, Russia) Specializing: Sci-Fi & Realism Concept Art for AA games and films. Hello! My name is Arsenii Kolesnikov. I'm concept artist, working with different projects from cinematic concept art to gamedev and NFT, I offer a range of services that cater specifically…
I'm not sure if Portal 2 is a great example for a great videogame story. It's hilarious, sure, but I'd imagine there would be quite a few examples you could have picked that are better in that regard.
So one thing that really stood out to me that hasn't been commented on are the UVs. They are totally fine if you need a quick auto solution, but will be an absolute pain to work on if you have to do any serious texture work. Ideally, it's best to orient UV shells so they are horizontal or vertical, and straighten some of…
Update version 2.01: Hello! I just updated my script on ArtStation which now comes with a new option "Force offset" that might help achieve a better result in certain situations. Basically, as you can see in the animation below, if you check this box, an offset will be applied to the Quad Fill Hole no matter what. Update…
Open up the example night and day transition map in UDK. It has examples of this exact thing. You should just be able to use a world position node as UVs to make water run downwards.
Yeah its important to note that the values in the chart are for very specific examples, and that they are just that, example materials, not strict rules that tell you every plastic material needs to have the blue albedo or anything like that.
Danganronpa: Distrust Plot After the Tragedy ended, Hope's Peak Academy was rebuilt and began to scout and enroll talented students once again, only this time under a different name: Hope's Pass Academy. Rantaro Amami has been selected to attend Hope's Pass Academy's 1st Class as the Ultimate Adventurer. However, on the…
I am very interested in this, if anyone has more examples to point me towards. I understand the base idea, it is just to more complicated pieces that are confusing , such as SnakeDr's example that is giving him trouble.
Everything seems to be dependent on the type of game you are trying to make, which is also influenced by the intended audience of a game. I think a good story comes down to the development of both characters and plot. You can have poorly designed characters with an amazing plot, and still have a bad story, similarly, you…
I have a question about normal mapping a modular building piece. I suppose for an example of my question, I'll just use Stephan's building. Would you normal map a building like that the same way you'd normal map a prop? Where you go through the object and bevel the edges so that something like the window edges will have…