Update 21-02-2016 Hello again, I uploaded new videos with some improvements in asset support, rendering pipeline and user interface, seems hard to start with other things like the brush system :( before finishing other important features. I also added support for FBX, multi shape/material-id meshes (WIP) and mikktspace…
Hey guys, I have recently joined the Artstation Challenge: Ancient Civilizations: Lost & Found. I want to create a thread here to get more feedback. My submission: https://www.artstation.com/contests/ancient-civilizations/challenges/16/submissions/12570?sorting=latest…
nono, this was done with nDo2, so there should not be a problem. but i already flattened everything and did some tweaks, so i won't go back to my layered file. thx for reminding me of the renomalizing, did not think about it... i'll try the opacity technique and renormalize afterwards.
3DS Max > Zbrush > Substance Workflow Tutorial Note: This was made several years back, and My knowledge of these programs has increased greatly. Most of this pipeline is still relevant, and I hope that you find it useful (9/12/2019) My name is Adam and am responsible for the vast majority of assets in the upcoming game…
I feel your pain, I work with a mostly 2D pipeline with a lot of rendered frames (40-100gb of TGA frames per character). Our engine guys had us switch from TGA to PNG to improve processing time, transfer time, "compression" and server space. What a pain that was, we still run into problems every once in a while. Max saves…
Well, I do have an environment in mind; I was planning for a rural renacance era kind of village. The kind of village that only has a couple of houses in it but still has shingled roofs. Thank you for the advice. I’ll get to work on putting some mold and a little more age into the clean parts of the textures, and I’ll work…
Damn, I didn't expect so many replies in only several hours. I don't even know where to start. cholden: Thanks a lot! I'm a huge fan of adventure games, so I'm really happy to hear that's reflected in my works. Rurouni Strife: Thanks mate. I still think I should do more detailed breakdowns tho ;) bbob: Cheers man. I'm glad…
I haven't used it since the November build, but here are some of my notes from back then. Be aware this might be wrong now, as the Landscape system was under heavy development at the time. * The height map creates the terrain shape. * The alpha map creates a mask for the layer. There is a different alpha map for each…