Well hi im new here, My name is Tyler Newton and im fascinated with 3D and 2D art and i would enjoy having some comments and critique. I used 3Dsmax 9 and Photoshop 7(cs3 freakin laggs) This is actually my first fully textured weapon but i think the texture still may need a bit of work, any advice? So heres my mac 11 wip:…
so, i needed to give myself something to work on over summer break. i'm sure i'll finish multiple things, but the first thing i decided to model is a low poly F-14 Tomcat (the plane from Top Gun). i found this old airplane encyclopedia thing that i had a long time ago and remembered how fascinated i used to be with planes.…
Just saw this over on the Unity forums. Some of the content looks pretty neat :poly124: http://developer.download.nvidia.com/assets/gamedev/files/gdc12/GDC2012_Mastering_DirectX11_with_Unity.pdf
Feature List -> http://www.sidefx.com/index.php?option=com_content&task=view&id=3044&Itemid=417 New Video Section => https://www.sidefx.com/index.php?option=com_content&task=blogcategory&id=247&Itemid=403
I see constant suggestions to upgrade to w11. Should I? Blender, Adobe and Autodesk soft work ok on it ? Wacom drivers? Just wonder. My previous experience tells never upgrade Windows till one year passed at least and I still regret I killed Windows 7 on my pc. The best OS I ever worked with.
this is my second game model so i need some feedback on it, i wanted to use marmoset for rendering but the results in iray looked better, is there a problem with doing that since i see all professional artists use marmoset and not the iray renderer
To add to what's already been said: Some protective coatings for iron and steel do have metallic properties. Deciding whether these type of PBR materials are flagged as metallic, non-metallic or something in between often depends on the type of coating used and what condition it's in. PBR metalness values for most…
I have a question about Directx 11. I've been curious to what it actually does, and how much of a workflow change does it pertain to when creating game assets? Are there specific things to keep in mind when producing assets for directx 11? And are there any extra mas, settings, and things to place in a shader when creating…