@cityrailrulez thank you very much! I am putting this project to bed for now, any future work I may do on it will be interiors and/or liveries, depending on interest. I don't think the quality trade-off is worth it for me to port this to a non-PBR renderer. @Alex_J very high praise, thank you.
- "Going for the old style of crash" I think if you want to go with the same style crash bandicoot went in and want to push it further then you should definitely go with the PBR Stylized textures direction... It doesn't need to be super realistic, it just needs to look good no? something looking realistic doesn't define…
Hey, your work is looking pretty nice. But I really wouldn't go back to school. Here's my advice as a student. I'm a senior now in my digital art program. I want to say 90% of what I've learned was either through Polycount, tutorials, or internships. All of the info you need exists online. For example, there is the PBR…
So, it seems like my internet will take another 2,5 weeks to come (expect to not have it before 3 weeks) but at least it is now confirmed to be coming! Finally! Having finished moving into my new flat (still soooome boxes lying around, but empty at least!) I set this weekend to learn how to do hair cards. Being without…
2048 or 4069 are texture resolutions, texel density is pixels per world unit. The average high end game will support texture resolutions of 4096 or higher, but which resolution makes most sense depends on the asset and use case. Edit: Of course 2048 or 4096 are ultimately just numbers, so maybe I was the one making a wrong…