I agree that style will become more important as realism becomes standard issue, the same way that photography jump started the modern art movement. I totally disagree with this idea thats being thrown around that games are about mechanics and movies are about stories. thats total BS. Nothing is that black and white and…
Some concrete ! I'm still wrapping my head around lots of things , from calibrations of exports from substance to unity ( what's linear or srgb , if unity "albedo" is substance's base color or diffuse , and whether to use metallic even if i feel more in control with spec/gloss workflow..) The concrete is a lot simpler than…
Any compression would do, even a capped linear compression. But the issue with it is, that you compress a very large range into 8 bits. The resolurion is really bad. Where is the disadvantage when using an additional channel for eg RGBM, or even half-float format for hdr ? You compression works only to reduce the demand on…
Since not much actual feedback has been given, heres my opinion: 1) Arms are too short 2) Torso is too wide 3) Neck is too long 4) Legs are too short 5) Dat ass is too big 6) I would highly recommend putting some sort of thigh gap in there simply for the sake of easier sculpting. 6) 7) Palm to finger ratio is also wrong in…
@Bolovorix yeah! nice to see it come together. I need a lot more things to make the scene more interesting though (plants, rocks, etc). but this was a good test. I think I will also improve a couple textures (like the needles on the pine trees) later on, but it's fine for now. @lotet really good idea! It makes sense to do…
Hi! Yes, as far as I am concerned it's perfect as is! It allows for some very efficient 'shelling' of objects, REALLY quickly! Now if there ever was another function to add ... that would be a way to somehow load a spline path as a way to define the successive extensions, with overall length and angle user-defined just the…
@ justo sorry I should have been more explicit: a deformer with a baseShape is not the same thing as a deformer with just a shape ( although u can sometimes get luck with similar effects on some ) deformers that use base shapes have two shapes and use the distance between the shapes to calculate deformation. But when we…
First, I don't think hi-to-lo baking is "standard" for characters. It is what most tutorials show, but there is plenty of working artist here who don't use that as their go-to workflow. To me, the main benefit of working hi-to-lo is for concepting. If you aren't crystal clear on the final design, it's good to just keep…
So, according to the crits that were given, I've boosted the wall heights (from 128 to 160) and lowered the railings (from 64 to 52-ish). For the railings unforunately, I've decided to not slant them to make the construction easier for corners. (lazy!) I then proceeded to unwrap all my pieces and bake the high res meshes…
as long as they keep the humor of the original I am okay with episodic release, besides you can actually cut up the original game/world map into chunks as the areas whilst appearing large were actually fairly linear with choke points until the airship/submarine came around towards the end of it. I actually hope the…