How/what software was used to create PBR textures in the 2000s? For example, Iron Man. The reflective metal is something I've always been curious on how it was done for the time period. Another example is the older GTA's and Half-Life's. How do these textures look so real on the colormap alone?
Hello there! We are looking for 1-2 new scene artists to help us produce content for our D&D / Fantasy monthly content we put out to our subscribers Timeline for each piece will be between 2-3 weeks (quicker if you can!) A certain level is required and they will need to be kept in line with the current style we have from…
I've had a bit of time to start playing around with normal maps again. Full disclosure, I run the Surface Mimic site, but I'd appreciate some help gauging the usefulness of matched color and normal maps, maybe even ones that tile. Normal maps are excellent for some surfaces that displacement maps can't easily handle. These…
I guess it depends on the studio and on the project. I've had a few different situations. Sometimes its just a matter of here's the concept and budget (tri count, texture sizes etc) and examples of already completed assets, you just get on with it and when you're done show the lead artist / art director. Sometimes I end up…
Well the historical helmets,the surviving examples at least were designed for the most part fort protection and most embellishments were mostly on the surface and didn't give the person wearing the armor a disadvantage. For example the helmet made for the Hound Set,has that distinct coned front,because at the angle it was…
d1ver: Well, thanks for writing this up, it mostly seems correct to me. However as many have said, it's very long-winded and I don't think it has to be. For example you linked Guillaume Provost's "beautiful yet friendly" articles - note that they actually tell an artist the exact same info that you spent about 4 paragraphs…
Here's an example, I highlighted the reused UVs in red, and the UV seams are pink. The reused UVs are offset in UV space 1 whole unit, which is purely optional. This way they reused bits are easier to see in a UV editor, but because the texture is tiled, they end up getting the same texture anyway!…
Hi again Kodde - I was wondering if you have more example screenshots of your shader being used at its full potential on complex assets by any chance? I am sure that it provides great results (I was in awe when I first tried your skin shader hence I am sure this one delivers too !!) but it would be nice to see something in…
Normal maps have gradients to account for smoothing on the low poly's mesh normals yeah, maybe I should have said something more like "bit depth isn't the only advantage" as bit depth is an advantage with normals. Just that its not a straight up comparison of bit depth, if that makes any sense. Curved surfaces and…
Character studio is a tool that let you deform objects like a human does for example. Rigging is the process of attaching a model to a set of objects that act like bones, to deform the object. Character studio is Max way of doing what in XSI can be done with the biped guides and the animation mixer. When you get used to…