It's the NFT shit again. So many people wanted to make a game with NFTs in it. The issue isn't creating a game with NFTs, that's the easy part. The hard part is making a good game in the first place, which is what even seasoned companies struggle with.
You are so good at making hair! Thank you for sharing so many resources on this, it can be really hard to find details on how people make good hair, at least from my experience
Hello! I am a Junior Character Artist trying to break into industry as well, but I do stylized stuff, so I can't provide enough feedback to you. Just passing by to say that I know sometimes fell pretty hard to go there and look for a job, but don't give up our work looks awesome to me! Realistic characters seems hard to do!
Wow, thanks for sharing. I remember having to avoid POW when writing shaders for a mobile game, just using ADD/SUB/MULT but my blends ended up being much more fiddly and hard to finesse. Nice technique.
Does the lowpoly shading look good with the normal map applied? Hard edges are certainly useful to control the shading of the lowpoly, especially at steep angles - just remember to split the UVs along hard edges to avoid artifacts! Maybe check out Making sense of hard edges, uvs, normal maps and vertex counts?
Hello! I’m Joaquín, a 3D Artist with 8 years of experience working in the game industry. I specialize in environment and prop creation. I’ve primarily worked in realistic Sci-Fi Unity games but i've also been employed for stylized/lowpoly work. I am available and looking for remote work. I’m open to work in part-time,…
This actually has been helpful and something to keep in mind. I will say I been following a tutorial that was to also help me get use to the add on of hard op and boxcutter so was following how they did it but this is quite helpful info. I'll see about these issue. Thank you
Hi! If the question is "split UVs at hard edges?", the answer is yes, UVs must be split at hard edges. But edges at UVs split don't need to be hard. A search should bring up a few more threads on this topic. Depending on the mesh, if each face had its own UV shell, it would foremost be a waste of texture space due to the…