I saw a post from one of the devs saying it does use actual machine learning AI, but it strikes me as odd that so many guides are needed if that’s the case. Maybe it’s needed to cut down processing so the AI can be run locally on your machine. Either way, that example clip isn’t great. It doesn’t look much different from…
As Till mentioned: there's other factors that are causing problems with the last two cubes in the example image. These could be mismatched tangent spaces, flipped triangulation, strong horizon occlusion or some combination of issues. The first two cubes in the example image are sufficient to illustrate the point. The last…
I do not understand what I am looking at here. Did you model that color render of that Panzer model? Or are you simply using it for reference. It is so completely different to your low poly. And that model itself is loaded to inaccuracies and you SHOULD NOT be using that for reference. Until you answer this I am only going…
redesigned the gorgon but because she is important boss i won't show her model until game is published. But, figuring out how to animate the snake locomotion cycle took more hours than rebuilding the model from scratch and making the rig. There are a few examples online, but few are joint based. The only viable joint based…
Hm it's a good site and there's some very nice content but there isn't much either. The warehouse is a good example of environment artist but lighting lets it down and makes it average. The car is really awesome though. Basically my main crits are: Lack of content, need more environments than just single props like the…
Hello, unfortunately I can’t show the current project. I will probably create a new scene when I have some free time and show it instead, since I’m not able to share the current one. Video reference: https://www.youtube.com/watch?v=h5fTnIBziXc The issue with my scene is that I can’t achieve the same sense of volume as the…
I'm very curious about best UV practises. I wish there was a thread here for general UV tips like the giant topology thread and normal baking thread. Often I wonder if I'm unwrapping things inefficiently when I end up splitting things to minimize stretching but raising the vertex count in-engine. It seems like a balance…
Look at the difference between the final and the first image in the tutorial image I posted last page, the difference is clear. One looks baked from a high quality sculpt, the other looks flat and boring, and the differences are notable on the shader too, yes. You do not even have to renormalize unless you want to be…
I see Dark Souls used a lot as an example of a game that can tell a good story with little to no use of cutscenes, but it's important to realize that not every game tries to tell the same type of story as Dark Souls. In many good JRPGs, you can basically write a 6 page paper solely about the main character of the game. Can…
Hey everyone, I’ve started working on a new practice prop. Its a chemical/paint waste disposal bin. I found this one and thought it would be a great study piece because it has a lot of subtle form changes, surface damage, and material storytelling. My goal with this project is to: * Keep as much real-world detail as…