Hi, I’m a manga script writer. I’ve watched over 400 anime and read nearly 200 manga, and now I’m developing my own original manga-style series called “The Unknown Awakening.” I want this to be the first proper Indian manga with a global audience.In a world where 25% of humanity awakens superpowers upon reaching maturity,…
The workflow might be similiar, but I believe the end result is completly diffrent. Substance Designer essentialy generate textures, that you have to plug into your own material. Material = Shader (for most cases anyway). The material system they are using is not generating static textures they are using in materials…
An example is repeating tilable road 2kx2k material set with narrow 64x2k painted lines and 512x4k road edges and a second layer of alternating dirt road 1kx4k. But when it came to crossroad or branching it's unique cut also non-square mostly that needs to blend into tilable materials well . All this having 512x2k tillable…
You should go through the wiki (can be found at the link at the top of the page!) And look through tutorials focusing on the general workflow from High Poly > Low Poly > Unwrapping > Baking Normal maps > Texturing > realtime display (Marmoset, UDK, in-viewport shaders) and get the workflow down with simple assets. Model a…
copyright, Thanks for posting your example! I'm sorry that there is no valuable information regarding the content creation process as of yet -- we're currently working on putting this together (in the form of video tutorials). I can understand that the workflow of normal generation is not entirely obvious, especially if…
Hello, my name is Gastón, I am a 37 year old archviz artist with nearly 15 years of experience working in the field. I never worked on the game industry and have 0 experience at making games or game art. That being said, games are my passion since I was a child and I would've loved to work in the game industry but when I…
Rockstar North is looking for a Lead Facial Rigger to join its highly talented team in Edinburgh for our current and next generation console game development. The successful candidate would be responsible for assigning and directing work to an internal and external team of riggers and technical animators, building and…
Hey everyone, I'm looking to create a photorealistic PBR (Physically Based Rendering) material/texture for a tennis ball. I'd like to capture my own photos of a real tennis ball and use those as the basis for the texture. I'm wondering if anyone has experience with this and could offer some guidance. Specifically, I'd love…
It may fall under the same principle as lexical fatigue or semantic satiation, which is what happens when you see, or read a word over and over again and it doesn't look right or loses its meaning. I've yet to hear a term for it relating to art or animation however, as I assume it's the same thing as when 2d artists flip…
Generally I make LOD0 first, then reduce to make LOD1. It can be a really tight fit sometimes, but I'd rather that than try and add detail to a LOD1 mesh (it's generally easier to remove geometry than add it in). LOD0 is shown in the hero select/loadout screen and when you zoom right up to the hero in-game, and on the hero…