Informative and I suppose adaptive as well? I'm curious because at the moment leveraging the KitOps addon feature, specifically it's embedded procedural PBR material system too texture raw HS geometry in order to 'previs' conceptual content, primarily via shader channels so yes I'd agree can be bit of a time sink fiddling…
http://simonschreibt.de/gat/renderhell/ This is really cool and very helpful to the less techie artists. animated visual examples of render calls, and how all this data moves through the game... click on the "open this book" links to see all the jucy goodness.
All of those are extremely low poly examples and I'm not really sure the lessons they teach translate to the games we make today (with the exception of AP's examples at the top). A lot more can be done with helper joints and more advanced weighting then just two bones and on or off weighting. I like Ancient Pigs joint…
Hi, Frozishe I heard on a different platform what you was using UE Materials Layering System. Can you please elaborate a bit more about that expirience? Did you or other artists in the team expirienced any issues? There was so many times I've personally heard that Layering System is undercooked, buggy and some teams was…
Does it specifically have to be artists? I'm always telling people that the art industry shouldn't be looked at as a vacuum. Any career built around hard work has the same outcome of how successful you can be. For example, consider the man who popularized McDonalds (Ray Kroc) was selling milkshake machines at the age of…
Hello Polycounters, I haven't posted for a very long time, but I finally have a question (that I can't find answers for) that needs your attention and expertise :) I'm going to take on some lighting workflow responsibilities for the first time since 2005 and lighting tech has changed significantly since then, so much so…
Does anyone know where I can find some examples of good uv mapping for a drivable vehicle like a dune buggy or hummer? I am trying to fit everything on one 1024 texture map but I am having trouble making space for everything on one sheet and maintaining a consistent resolution for all the parts.
Project Overview We are building an indie mobile game featuring a stylized, retro-console "segmented puppet" aesthetic. Our character pipeline utilizes a modular customization system where clothing, heads, and gear are modeled as separate, interchangeable assets. We are currently sourcing the master assets for a character…
@pior Also didn't have a drawing tablet at the time, actually still don't but currently looking at XPen's Artist 12 for what I want to do plus within budget of what is affordable. As for using AD to sketch with, well once I became comfortable dealing with each layer - masked curve grouping and various output settings this…
hey guys can anyone direct me to some good PSP,DS environment portfolios or examples,please? I got a possible job comming up but I need to build out a portfolio, and having a hard time finding reference for low ploy environments. cheers steve