Jordan, are you trying to literally get this all to run on the hardware limitations of a Playstation 1, or just to practice making art that would fit on a Playstation 1?
Hey Guys! I started my graduation at my university, for which I'm going to create a diorama / cutout of the Thunderbird 1 launchbay. Final results should be a handful of beauty renders in Unreal Engine 4. I've created this thread to post some weekly updates, ask for feedback and personal motivation. Below are some screens…
Hi, I've made a specular map for a beaten up character. The white color represents the blood, and the rest goes from black to mid grey. Now, I need to change this map inside the material editor to have it control the "SpeculaPower". I need the black to be at a value of 2 and the white to be at around 30. I tried passing it…
Food pack vol.1 Hi everyone. Just released pack with photoscanned fruits and vegetables. Link to asset store (more screenshots) https://www.assetstore.unity3d.com/en/#!/content/60982
Sure some of you seen but there isn't a thread on here about it update 1 read me Autodesk area blog post with more details and videos some additional user videos bellow demonstrating the new features https://www.youtube.com/watch?v=js3tA-wYj0c https://www.youtube.com/watch?v=TDQPXunmTfQ…
Hey! I wanted to share a video with you. It's a recording of a presentation I held at the SideFX booth during GDC. It covers how we used Houdini to create fluidmeshes and spawnsurfaces for clouds in Battlefield 1. Hope you find it useful! https://vimeo.com/207921165
1 or 2 depending on white space and font size. Never more than 2. Some of the c.v. content should be in the covering letter rather than the c.v. The covering letter should be about 1/2 a page. What, you don't have a covering letter? I'll tell you right now that it's just as important. It goes without saying that both…
Hi Veejay, 3Do was at one point based on Marmoset Skyshop shaders, which were never quite the same as Marmoset Toolbag 2 shaders (more like in-between Toolbag 1 and Toolbag 2 shaders). As far as I know, the guys at Quixel made various modifications to the shaders, so I'm not sure exactly how closely they match what we're…
I'm not sure that's true. One material with 2 textures is 1 draw call. Two materials with 1 texture each is 2 draw calls. And in forward rendering, that's also an extra draw call per material per per-pixel light (so for 2 per-pixel lights, we're now at 2 draw calls and 4 draw calls, respectively). And, depending on the…