Been toying with a few projects but I started a new one just for fun/practice. Im re-creating the snowy village area from Zelda Majora's mask. So my questions first and foremost. 1. What is a good engine I could use to render/test/play around on it with? 2. Since Im doing this to learn, Whats the best workflow for building…
You’re a clinical psychologist in a crumbling Eastern European port city. Your job? Listen. Diagnose. Help. Your problem? One by one, your patients are getting caught up in a series of murders. Some will lie to you. Some will beg you for help. Some won’t make it to their next session. And the deeper you dig, the more you…
The artifacts I got in the engine got me thinking for a bit and I guessed they came from different triangulation between bake environment (xNormal) and the engine (Unity). Normals are not inverted but gradients look incorrectly directed over the triangles, so I guess it's reasonable to assume. So, I have tried using a…
I find Krita, Blender, and 3d Coat to cover all stages of the process pretty adequately. Krita generally works better and has fewer rough edges on Linux because it's easier to build there. Zbrush runs very well in a VM without a ton of effort (CPUs can reach 99% effectiveness in a VM if used correctly and HDDs can reach…
Someone asks me about the workflow for Maya Stingray PBS (PBR) material setup today, so I figure it a quick summary might help someone facing the same problem in future: - First of all, what Stingray PBS material want for their Textures Global are diffuse irradiance and specular maps. - What they are is Image-Based…
(if you look closely, you'll note that I painted greentooth into that flowmap) Updated 4 October: v0.9.2 for Windows v0.9.2 for OSX http://teckartist.com/?page_id=107 [update_4_Oct] I've added the ability to actually load flowmaps, so you can either pick up where you left off in your last session, or load up a simmed…
The title seems to be plain gibberish, but I don't really know how else to describe it :/ Anyhow, I've always had this thing for 4-legged mechas, and being inspired by several RTS-games I wanted to give a try and make my own... In low poly, of course. I had an idea of 4-legged mecha that would be bit of a mix of something…