Hello! I'm Nick Dimchev, a character/creature designer and digital sculptor currently looking for remote contract or freelance opportunities. My experience includes designing and sculpting toys, action figures, collectibles, miniatures and terrain for 3d printing and mass production. Currently focused on the board gaming…
An Atlas texture is a file with all the textures in it. For example the albedo. If you want to use trimsheets you just need to do the UVs over the image. Is compatible, you could do an Atlas of the trimsheets. In that image what is reusing is the geometry (albedo, normal and everything) of a wooden plank or a log. You can…
VR standalone is pretty much in PS2-3 era of optimization. Number one reason of VR performance hit are the badly handled UI and Code. 100+ individual UI textures being called instead of atlased for example. As for 4k 8k, general guide is 2k for 3rd person and 4k for FPS. It gets interesting depending on company workflow…
... I must say you have an uncanny ability to take an example used to illustrate a concept (like here the example of modeling and UV skills) and misinterpret it as some kind of absolute statement :D *Of course* there are pipelines that don't involve manual retopo and UVs. My point is, *IF* I am looking for someone to do…
If for some reason you still want to get rid of unnecessary loops. For example in case of mobile game or if your game show first lod on replays and cut scenes only. You still can manipulate the normals responsible for shading "corners" directly . Sometimes it's enough just copy normal from a vertex outside the hole to one…
Hello guys, I registered to this forum to get your insight on PBR workflows and texturing for those. My question on albedo maps: Albedo If I understood the idea behind it an albedo map should contain no lighting information except the pure reflected diffuse. So should there be any gradients in an albedo color map at all?…
ok... So if i understand correctly, the Example file you guys supplied to demonstrate what ddo can do out of the box has custom curvature map you plugged which you didn't include in the source as part of the package? And is the key map to get the look you are showing off as an example? Cool! So i scavenged the forums after…
looks cool so far! what I would suggest is to decide on a light source, and paint the model accordingly! that way, you can turn the forms in space with the texture really nicely, for example the shoulder armors could look like they are being lit from above, and you could feel their roundness. Also with the face, try and…
Another thing that can really help, you mention 90 degree angles etc, a great way to avoid that is to simply not model everything with 90 degree angles in your highpoly. If you plan your highpoly so that it will be friendly to your low, with more gradual angles you can really help yourself out. Heres an example: With A,…
Hey bkost, no, the retopo itself was done inside Maya (with heavy use of QuadDraw). I even made my jacket basemesh there before I started sculpting the detail inside ZBrush and ended up using a higher subdiv version of that basemesh as my retopo with a few changes (pockets). I then made my UVs and brought back the retopo…