Hey everyone, I work at a Private High School doing mainly IT work, however the leadership found that I do a lot of 3D in my spare time and asked if I would present a 3 day basic into into 3D development (for games). I accepted and I will be using Blender. Since these kids are 14-18, and 3 days (ie, 3 class periods of 50…
I am looking for an example of showing an image from the current Texture library with any adjustments applied. Anyone has tried/done this? Or know where to look for example code? Thanks in advance.
Hi! I'd note the couple of seams currently on the head would show up when using detail maps (unless masked). And I think generally straightening UV borders (where it makes sense) will decrease the likelihood of aliasing artifacts showing. As an example, here's UVs from an old Metahuman head I had lying around: Borders are…
A bit of a tangent: When I see stuff like that, I cant help but feel a bit aggravated by it. It generally reads as one big confirmation bias, one that seeks to create this narrative meant to dismantle any perceived "patriarchy" found in this medium. The genres and the platforms matter. Specifics matter. Age and gender are…
Man, this is a perfect example. Thanks for posting this. As I said repeatedly in this thread, piracy is a problem. This post highlights it. But it also asks the question of how to deal with it. Piracy is a problem, yes. But my original point is that there's very little to be gained from treating it as a crime. Say if they…
This was original a paintover/message to Cheapalert, but I thought it'd make a great mini-tutor for beginner texture artists trying to get less blurred textures. Solid shapes as selectable masks to enhance sharp edges http://chrisholden.net/masklayer1.jpg The original texture, on the left, does fine to sell the look of the…
Hi :) I think the lighting can be improved, try to make it brighter (even if it's an interior, low lit scene). I see a gereral diffuse light but not clear light source influencing the scene, nor strong shadows. The final image should be well exposed. Try to get a good result in render directly, then tweak a little in PS.…
For an example of a modular character design, check out Jesse Sosa's excellent example http://oldwiki.polycount.com/SkankerzeroModularCharacterSystem (the images aren't up on the new wiki yet)