Mirroring and overlapping are very important techniques for game models. Whether they stay overlapped or not, depends on a couple things... 1. if you're baking a normal map from high-res mesh, then overlaps are bad (move them 1 unit outside the UV square instead) 2. If you're using lightmaps, be careful with overlaps, as…
Oh hell yah - for me anyway. I'm like Vig, I've been spoiled. I came to Threewave as the 8th employee and we now have ~45 people here (60 total) spread out to 1 of 3 different FPS shooter (each 1 of the major engines) projects, so the teams are insanely small. The small team definitely adds to the creative freedom. It…
Someone should make a game that would seek to educate gamers about why and how they should donate in a fun way. Have key points in the game where they would have to aknowledge they have a paypal account set up to advance futher. Maybe towards the end they have to donate just 1 cent to fight the final boss. You gotta take…
The new approach to the hair cards looks much better! As for polycount, 1/4 of the character is not unheard of in the current AAA climate. We've had tri limits anywhere from 5k to 100k so I wouldn't stress too much about tri count, especially for portfolio. Reducing tris or LODing hair is fairly easily done when you have a…
Thank you so much for taking the time to comment and critique so thoroughly carvuliero! I'm a bit sad this does not communicate the feeling I wanted people to feel, they're not supposed to look miserable. I suppose I need some more practice! The message I had posted above was supposed to showcase a sort of rough study, I…
Unless I am missing something as well, don't think you are missing anything. Don't even need to get the component mask for R in your one> You are component masking a float but it's already a masked float straight from the vert color node, so that shouldn't do anything. The other graph basically ends up multiplying the vert…
to do the above, in painter you'll have to make a mask to stop the second props texture from smearing itself all over the whole UV space with it's streaky padding. import both models as 1 fbx and 1 texture set. import textures as well (maybe export both sets as 16bit initially to perhaps not be double compressing them to…
Hey guys ! This is a tutorial that I've created about my process for texturing ! http://www.youtube.com/watch?v=nSSZH7IcQ2w You can download it here : https://gumroad.com/l/Texturing_Tutorial_FannyVergne If you want to take a look at my overall work you can go here : https://www.artstation.com/faf…
Here is an update of my lo poly sea monster man (dubbed Mangler as it is gonna be half man half angler fish) Current tri count is 2600 and i aim to take him into zbrush and attempt a normal map. If anyone could help with the following:- 1. 2600 tri's is this low enough to be exported to zbrush 2.The fins are just single…
So this is a thread for the current briefs I've started working on. One of these is the rec room from the 2009 film, Moon. I've using this image as a main source of reference. http://www.polycount.com/forum/attachment.php?attachmentid=20723&d=1413662763 This is what I have created so far- more accurate front chair legs…