Sometimes, but that would require a lot of unnecessary UV splits so also a lot of unnecessary extra verts. It depends on if you are using atlas texture or not. If so, then you'd need the splits if you don't have a specific shader, and then you'd do as you described. But if you use atlas texture, but you have a specific…
I have almost zero knowledge about UE4, but one golden rule while animating is usually to never animate away from the root and export it like that (in case you don´t make a moba game I guess). This is also one of the things that is harder about game animations compared to animations for movies. Now this doesn´t mean that…
This is what the Disney brdf ggx model does. It was developed on the film Wreck-it Ralph to simplify the amount and type of maps needed to create realistic materials. It has since been adopted by modern game pipelines and is pretty much the new standard in realtime texturing/shading. The metalness map defines whether the…
Once I had a phone interview where I got a seriously long and hard questions like. Damn, you need to be prepared for usual questions. It's hard to collect all the knowledge to show own ideas, questions needs a bit of time for thinking about the answer... I think so, don't you? Here are some usual questions you need to be…
Oh I just found the answer to my problem! By Eric Chadwick "Hair usually uses a separate bitmap, for two reasons: 1. alpha blend renders more slowly so you limit it to just the parts that need it 2. when you add an alpha channel to a large texture it greatly increases the file size in memory, so it's better to add an alpha…
I noticed that some studios often invented their own words for usually common things like Id software that used another word for normal maps, or some of the other similar threads like these where people that were interviewed were introduced to some new words. I remember a post like that were a Texture Atlas was asked about…
Thanks guys! Solved all but one of my questions! lloyd: Apparently Maya does enough and I'm using it pre-emptively for a uni course, that used Maya. o2_is_alright + Spiffy664: You two have been great, thanks for the help! I'm still curious about the 'to sphere' thing. Using curves and geometry for it is a great way, but…
Personally I think it's the best to start from the biggest shapes and work your way to the smallest ones. That way you prevent getting caught up doing silly detailing and reworking on things that don't affect the final scene as much, and makes it easier to spot proportion problems and whatnot. A few years back when I was…
That kind of concept art is not for the level designers. It's for the executives, art directors, and creative leads to help figure out what the overall visual target of the game should be. The designers don't use traditional concept art. Usually they graybox things directly in the game, or via something like Sketchup. Some…
That is excellent. Good job finding someone who cares about the same stuff too! I thought some more about CG being one's 'life'. Today I plan to work on the planes of the face a bit, and last night I was thinking about setting up a good long day of doing nothing but quick face sculpts. Usually my idle thoughts are about…