It’s good you mentioned this specific example. Objects can be setup to share UV space specifically so they can reuse the same material. This optimizes the rendering speed, by reducing draw calls. However, anything using transparency is usually separated from things without, and uses a dedicated material. This is because…
Some of the needed edge cuts seems to be distibuted all over the model ? Maybe good for concepting but this may should be optimized (for example showing the 3 to 1 quad transition) especially when there are so many planar areas (then even triangles are no problem).. the hood seems to need some of that details (green).…
There's at least three separate types of baking artifacts present in each of the examples above: * Pixelation / jagged aliasing in the normal textures. * Bright highlights around UV seams and hard edges. * Dark shadows around the inner and outer edges of shapes. * Wavy edges around around the outsides of the cylinders.…
In the top row example is the Painter default "painted steel" material as is. I did for both of the examples paint in a mask to wear through to the metal underneath. In the bottom example I took a basic color color and placed a fill texture in (BnW spots 2). Does this read as painted metal? Can you tell what it is or are…
Looking nice so far. I would suggest adding some variance in detail, adding some lower-frequency areas for the eye to "rest". For example not using the same rock models everywhere, but having some differentiation. The roof opening looks a bit odd with the same high frequency rock as the lower walls, like it could cave in…
Hi all, I’m an Art Department Director at a game studio, and we’re specifically looking for a very fast character rigger to help us evaluate and improve our rigging pipeline. Speed is the primary focus here. We’re looking for someone who can turn around solid, game-ready rigs quickly and consistently. Phase 1 (Paid Test…
Since you mention naming and design. An interesting example would be dota and dota2. Dota originally being a warcraft3 mod and using the warcraft 3 heroes/names/some spells. Hero models: all of the hero models are basicly copied from the original designs, wich are all warcraft3 models. I probably wouldn't advice this,…
Oh, one more thing... As you your boot is quite square and stylized, i'm guessing you'll want to keep certain edges sharper, in that case, it's all about strategically placing loops on your base mesh. experiment putting loops where you wants sharpness, go back and forth until you are satisfied. *keep in mind also how you…
In my spare time, I am developing a 3d game engine for iOS devices and hopefully also Android as soon as most needed features are implemented. My engine iSDGE is based on OpenGL ES 2.0 for rendering, features my own (not yet very optimized, but very comfortable to use) math functions, uses bullet for physics simulation and…
Hi! Cool to see an update. I must say though, the shading on the terminal still looks off, like the normal map is not working with the mesh shading. I would doublecheck against the shading in your texturing app that all looks as intended in engine. If you want a second pair of eyes on it, feel free to share files (for…