Really neat 1st design i really like the candy theme designs lately, feel like they are heavenly inspired by the wreck it Ralph movie series(sugar rush world). Anywho this is a reference design i feel your design could have used more of, though this is still a 1st design its best to learn the more appealing approaches to…
More triangles ( atlas textures ) or small tilable textures?! Maybe this was discussed somewhere before but i didnt find it... Hey guys! I worked on a several titles in the last years but this questions is still not really fully answered in my head. Even my clients clouldnt clear this for me (at least not the ppl who were…
Hey! We are looking for someone who can make animated dungeon maps from the top-down view like on these example images. Build walls, etc These are built and composited in Unity. Let me know if you had similar works before. Message me on Discord: "metavoros"
Just to prove it's not anything in my material that's accounting for this. Here are the results of setting up a post process chain with nothing but a single material node. In that material I have nothing but a single Custom node connected to the emissive channel. The HLSL is just "return float3(0, 0, 0);" And here are my…
There's a lot of sense to the idea of slashing development costs - reducing risk to the studio when a project fails being the main benefit from a business perspective. however .. Shareholders are interested in growth, not profitability. Cutting costs by 90% isn't useful if it means that your total revenue falls - even if…
I agree with kanga. The modeling is technically sound and this is amazing work. But the details density is to high. It's like you need something everywhere. It'a important to balance high details area with empty flat surface to make the cool details pops out. A good example of that would be this piece from Gleb Alexandrov.
Hi @alefrizzo I have a few notes if you'd like my 2 cents. 1. You're currently leading with some of your weaker pieces. The grass and mosaic, for example, don’t show your strengths as clearly as your environment work does. First impressions matter a lot, and you want to start strong. 2. There’s a heavy focus on props…
Experience depends on what I am using the mentor for. I don't think they necessarily need ten years experience in AAA if getting job there isn't my goal. If their art is good, it's good. Main thing important to me is earnestness, strong communication, and that mentor teaches by example. I used Georgian Avasilcuties…
I can say from character experience in experimenting with this about a year ago. It really is not a BAD approach to working. Take for example POV arms (first person arms) for a shooter. You could definitely have a fully uniformed/clothed arm and have it decimated for sure. Though you might wonder where do we draw the line…
So your single mesh can reference more that one UV/Texture set. For example, "Army guy" (humanoid with soldiers gear) can be split up into a texture set for skin and a set for gear, or everything can go onto one texture set. if you're targeting a lower spec system you may want to put everything onto one texture for reduced…