In the run up to DW4 I thought i'd get to grips with some normal mapping tools I'm pretty new to normal mapping and discovered the joys of ZMapper not so long ago and thought it was pretty good, and very fast. Then I was told about the wonders of xNormal and that its give a more professional finish. So I decided to test…
Hey, got a few questions about Maya. 1: array (or I think this is the correct name.) for example: I made a book and now I want to put it in a array so that it randomizes the x for every new book on the shelf. (I have seen a similar option available for particles.) 2: Face normal placement If I grab a object I want to be…
A little more explanation on what Zbrush is doing: Zbrush doesn't render 3d models the same way a program like Maya does. This is because zbrush isn't a full 3d environment that has cameras or lights physically positioned around the model to work with. It's just a model floating above a static 2d painting canvas. When you…
A few more thoughts. I still haven't tried any Hanvon digitizer based hardware and it looks like P-Active tablet monitors may use UC-Logic based tech. The OEM tablet monitors that UC-Logic sells on their homepage have a lower poll rate than their straight-tablets, though, so I haven't wanted to take a chance. It was a low…
SD 6.0.3 Changes: * [2D View] Display the matrix parameter label in the Transformation menu * [Export] Save physical size as dpi in exported textures Fixes: * [Cooker] Bit depth issue * [Linker] Pixel Processor: Incorrect GLSL shaders generation * [MDL] no colored links between nodes * [Parameters] crash when using…
TeeJay : it's okay, don't worry too much about these pieces not being as good as you wish them to be - it doesn't mean that you lack some mysterious talent or anything of the like. It simply means that there are some principles that you are not aware of yet that are actually driving the structure of a strong image. It's…
Better tech isn't going to hurt art design, it's only going to give it more breathing room. Sure someone could work in mspaint, one pixel at a time, and approach the same results as in photoshop, but tech has made it so that you don't have to spend a ridiculous amount of time to paint a decent high-resolution painting. And…
I agree, the harsh lighting (the shadows, actually) kills it and makes it look really really cg and bland. It's hard to really dig into the texturing work with that lighting. Edit: Played with levels and curves, check it out: Now that's probably too blown out (ie, not enough contrast), but I would try to coax some more…
Looks sweet dude! couple things I notice, the cracks in the rocks feel a little overall large(something I struggled with), and dont really read well especially in the udk shot. Also when using a limited poly count I would optimize the tris on the rocks a bit more, seems to be some waste there. The grass is really pixelated…
At Playful we are building a VR game with Oculus. Before we ended up with our current art style we tried a slew of different art styles. I've developed on DK1, HDKit, Chrystal Cove and DK2 ( and others :) ) The biggest challenges are mipping and aliasing. The screen is just inches from your eyes and each camera alias and…