No worries about noob questions on this one. Normal maps are a big topic, and have confused many people. Try this for starters: http://wiki.polycount.com/NormalMap/ The big thing about normal maps as you noted is that they are about angles. More specifically, they are about normal vectors; normal maps simply bend the…
Hey man! For just advanced lighting you can get most of the info from the documentation, YouTube and papers people have written about it. But let me be straight. When you then have finally nailed the lighting. All you will have at that point is a clean GI and some baked lights & probes. This is not enough for the whole…
Hey nice work on the scene. All of the models feel appropriately and consistently exaggerated in terms of volume and detail scale. I think the overall scene is a little busy. The fire, sconces and ax all equally compete for attention since they are similarly high value. You should identify a single focal point in the…
Yeah the best case scenario is that you and the player have a direct line of communication. If you have to go through a manager it most likely you are making the managers set rather than the players set. Some players let you just come up with your own idea and just keep them on the loop to see if they like it or not. So…
It may not be a 1 to 1 example, but I remember when I first applied for a job at Wal-Mart, even before I was hired, they did pay me to show up for some interview/orientation sessions. And I felt incentive by it to actually show up for the days they wanted me to, and I did the assignments/questionnares they expected me to…
I like your art! The first 3 images are great, and the lovecraft too. A few pieces might be hurting your portfolio, I would suggest removing them: * cyberpunk-character-3000.jpg (rendering and proportions not up to par, compared to cyber-junkie for example) * Tanker-painting9FLAT.jpg (rendering isn't as good as your best…
Don't UV each polygon separately. This is bad for two reasons: 1) it creates visible seams where the textures do not match perfectly. 2) it increases the vertex count in the game. It is better to UV a surface in larger contiguous pieces. In your example, the top of the island will be grass, so it should be mapped as one…
Hey Tehrobster2, I'm not really sure what you are going for here? Is this a sci fi crate with a wooden front or is there supposed to be metal behind the wood? I'm noticing parts of the texture are overlapping too, mainly the gaps between the wood on top of the crate seem to be overlapping the blue metal. The location and…
something about this make me uneasy. first of all its the sales language, but maybe thats a neccesity. i feel though that some stuff is very vague like for example; "Why subscription model? * No waiting for instruction to begin * Work at your own pace and on your own schedule * Subscribe and grow immediately * Incredible…
Hmm. cant nest quotes. Lods: if youre sharing textures across lods you need to lay uvs out very specifically - its hard to give a good example without pictures but you need to place uvs perceptually in place from a planar projection rather than based on how they are actually connected to each other Shader effects: the…