Hello, I just wanted to ask what the best practice is with regard to texturing for asset packs for sales. For example I'm working on a pack for a Blacksmith shop, a lot of the items are quite small, tools etc, and are mainly a mix of woods/metals. Am I best texturing individually (per asset), or having one set of maps that…
If your models rocks!, we want to join us (I'm a volunter), in the Quake 2 evolved project, check if you fit with the requirements http://www.quake2evolved.com/blurforum/showthread.php?s=&threadid=743 We like to see this poject done, allare welcome
alexk - Thank you. I did get offered a small bit of feedback. They wanted me to use more photoshop normal mapping and such instead of modeling everything out. So while they said they liked my high poly model, they didn't want to see things like the straps, bolts, chin strap, lock, and some thigns on the goggles modeled…
Hello again everyone, The War Witch is another original character that I have created for my campaign. She is the avatar of the queen of evil and was created in Painter 9.5 using a Intuis 3 with the Intuis 6D pen. Thanks for letting me share it with you, David Ferguson Free Wing Studios
Hey all! Complete beginner to Maya here- I recently began a Digital Tutors subscription in an attempt to start creating some of my own Dota items in the workshop. For anyone who has been through this process before as a beginner, which Maya tutorials have been the best for laying the foundation? I have completed the…
hey everyone, im encountering a big disaster when coming to deciding what to do for a portfolio demo reel. currently i am required to create a demo reel consisting of 6-8 props. these props can be anything from weapons, to vehicles, to a game asset, just nothing simple like crates or barrels (they will even allow busts).…
you could generate this with code or you could simply composite images. either way, the result will depend entirely on how you combine your gradients/distancefields/however you choose to think of it here is an example in substance designer. the maths translate 1:1 to any shading language and can be easily ported to code.…