In early 2024, I had the opportunity to contribute to the initial Research & Development phase of the Cat Sanches asset for Love, Death + Robots (Season 4, Episode 5, Studio - Agbo/Visual Creatures) https://www.youtube.com/watch?v=G4UHr5KVcq0 https://www.youtube.com/watch?v=9dVCcA37xi8 ARTSTATION…
hi, created a zsu-23/4 shilka. i think the texture is a bit on the busy side though. but i want other peoples opinion before changing. polycount is 7400, textures are 1024 diffuse, 1024 specular, and 1024 normal.
Hello again, sorry for being late! i went through some things and i feel like i moved too far from initial concept. when i started texturing i realized that i cant make glass look good so i went to artstation for more inspiration and met this chests…
I think that's much better! 9.784 px/cm sounds reasonable as well, but personally, I would still slap a checker map with 1024 tiling on there (so 2048 pixels) and move around a bit to see what that translates to in praxis (not really practical to post screenshots of that, though, that's more for yourself). The edge padding…
The writing was on the wall ever since they got sold and bought so often by stock market holding groups.The Death Nail in my view was the public announcement(must be around 1st quarter of 2018 or so) from the owners HG Capital in regards of what products are and aren´t profitable, going so far to single out Modo as not…
hi I ve read in Youtube's channel about texel density... could be possilble in TexTOols the same formula (extracted from a comment in youtube ,etc) calculation of TD : TD for 2048 is 20.48 ( 2048 px / 100 cm ) TD for 1024 is 10.24 (1024 px / 100 cm). TD for 512 is 5.12 ( 512 px / 100 cm) Text ools use meter right ? Meters…
Sorry I can't be of much more help, as I've never used UVDeluxe really, but I think you might be over-thinking the tutorial. The value 204 seems pretty arbitrary. If you weren't following a tutorial you would determine your own pixel density based on the requirements of your project, similarly to how you would decide on…
this is why I hinted earlier; art critique loot boxes should be a thing. Andrew Wilson of Electronic Arts walked so that we artists at Polycount could run. Todd Howard's horse armour was mare-ly the beginning. Neigh! Imagine a platform where young creative minds could go to, splash a few Polybux, and have a 10% chance of…
Quick update on the CryEngine material. Using 1024 diffuse(spec in alpha), 1024 normal, and 1024 mask for POM. The dirt layer is something that came with the engine, for now. The diffuse is really light in the engine, so I want to go back and adjust the colors.