I would like to share something with you guys, that I discovered some time ago, but I didn't have nice use cases to show it off. Now in the ray marcher, it saves me a lot of time, and simplifies and shortens the hlsl code that I actually need to write. Hopefully it will be useful for someone else too. It is about adding…
Just a quick portfolio review of your artstation - I like your colours, and I like your moods. I like your ability to previsualize a very, very early mood sketch. But if you want more work in the games industry as a concept artist, then I'd like to see more specific examples of 'designing' self contained assets. Right now…
I would suggest NOT using an alpha blended surface for these. The texture is going to be filtered with distance, and the lower MIPS will be very blurry. It's generally better to just use pure opaque geometry. Include enough cross-sections to reduce long thin triangles, which can cause performance issues with some GPUs.…
I didn't checked on any references.. but the detail/scale of the worn out metal seems to be more fitting to for example some smaller thing like maybe a painted toolbox (??) or of the metal case would be thicker and will be worn out very much like for example some forklift.. now i checked and.. .. it seems you got the…
Sorry, I didn't realize -- yes, exactly that -- I know enough that I can make rudimentary shader code, I'm just looking for operations/math/advice/direction/etc that might help me to achieve something like the above images/examples, especially with the constraints I've mentioned (performant enough for many onscreen chars…
Update: By trial and error I have found precise formula for Height Adjust filter Multiply slider: square root of the multiplier between two Texel Densities For example suppose we have Td = 4 and Td = 15, thus 15 / 4 = 3.75 and now the square root of 3.75 = 1.936 so to obtain equal height magnitude between two Td = 4 and Td…
Hopefully you've taken a breather, it seemed like you were getting pretty stressed out and wasting lot of energy on posts. If you put half the energy into figuring out your problem that you did into posting, you would have 1-2 test cases up and running and be well on your way to figuring out a workable solution. ;) 1st…
Threewave will be at the San Francisco GDC from Feb. 19 - Feb. 22!! 3D Environment Artist Mid-Senior Level Threewave Software is seeking experienced Environment Artists to create compelling environments for our newest exciting PC and Console titles. Threewave Software believes in supporting team effort and is looking for…
You’re right, decimation is a better word for what I’m doing than retopo. Ideally yes, the decimation and unwrapping would all be handled in one step. Best case would be a modifier that I put on the model once and forget about. I know there are quad-based topology solutions out there that would probably give me better auto…
Hello all, I am pleased to announce an opening for sessional tutors to deliver their area of expertise to budding Game design students. We are looking for seasoned artists/designers with an extensive background with Maya and/or Unity. You must have worked on a major title and/or have experience on a game project. You would…