that's very cool render! i used a cheap trick last time i worked on webcam tracking (color tracking) (not sure if it's applicable or you might come up with a better solution): - Taking the average position of the tracker in the (up to) last 10 frames. -- This smoothes out all jumping but it gives a slight lag (if you move…
I don't mind games being linear either, but perhaps I didn't explain myself too well. For me there is linear and then there is, well, something else on another level entirely where everything is utterly and completely pre-determined. I can deal with linear. But when I've played through a scene a couple of times and I…
Attempted to make this tiled floor with my new layered material. It's not too bad I think but I will be recruiting some adobe substance sampler help to get a closer match It's been a good opportunity to test all of the parameters and controls anyway, I've added quite a lot of new features, although the one i really want is…
Typically, these kind of issues are not quite coming from retopology limitations or lack of features - instead, they tend to come from the assumption that one necessarily has to follow a linear process like : Polygon soup Zbrush model > Retopo > final ingame. There is a very, very small chance that the SoT artists worked…
Just want to interject with this: an exploration based game does NOT have to be open-world. Journey is very much about exploration (and wonder about new places) but it is strongly linear. It does not have to be a purely spatial thing either, I think. Exploring different crafting possibilities in MineCraft, or alternate…
I've gone through quite a lot of threads on polycount that seemed very promising but none of them anwsered one of the seemingly most important questions in regards to washed out normal maps. My goal summary: 32bit normal map in Photoshop should not be washed out In Marmoset 4, baking a 16bit normal map as a PSD file, will…
Bit depth is not the problem here. The problem is the colourspace in which quixel expects it's inputs to be encoded. it will at some point in the render pipeline apply a curve to bring the image into the correct colourspace for viewing Substance will by default export things exactly as you see them in the graph view Prior…
sRGB isn't too hard, but most of the definitions are very technical.. because its a technical subject. Of course technical doesn't have to be dry and jargony, which is where they likely fall apart. The quick and dirty of it is: its an encoding scheme to make images look right on CRT monitors or old TVs. Its been around…
Looks good so far! I think your textures are looking a little bit flat tho, I would suggest adding some linear gradients in there to add some visual interest. You could do a bottom up gradient on the main dispenser, as well as the handle itself, maybe play around with it and see what you can find. Stuff like this is a good…