For me eyeballing everything have always been an only way. Because it's totally depends on your renderer and default tone mapping , auto-exposure and AO. For example anything brighter than 190 is completely blown away in our engine . In Unreal it would be probably grayish and we use same style of PBR as our programmers…
II don't think ACES is a tone mapper , it's rather what they say Color Encoding Standard we already had gazillion before. The one that stores linear true color values whatever energy the light source is. Still whatever different way colors had been encoded in your files with properly set color management you have to see…
New update! Since the last post I've made great progress. I´ve actually even think I will call it done for now. I have some things that I want to fix later on but today we started with our VR project. So I will focus most of the time on that the coming 4 weeks. Unfortunately I forgot some WIP screens for some props I´ve…
hey guys, i'm going to be working on the hipoly armor tonight, for a few hours, i'm thinking for about 6 hours tonight; wondering if anyone wants watch me work? if you do, download mikogo: http://www.mikogo.com/en/ i've never had more than two people logged into a mikogo meeting, but i'd like to see how it works with more…
First of all I love the style and simplicity. Your pixel work is great. I gave this a try. My R4 had started collecting dust. This game is a lot of fun. I'm impressed to find this level of refinement and enjoyment in a homebrew title. One of the best I've seen. The controls are simple, and the visuals are perfect. I have…
Hi everyone. I haven't been around for a long time and I have been refreshing my fundamental knowledge of 3D art. I spent some time this week studying optimal texel densities and texture map resolutions, which led me to come up with this reference sheet: It's the result of some study notes and a deeper exploration in all…
Great news today! 2.1.1 just rolled out! With Smart Material Batching, and a dozen new Smart Materials too! Create & load presets made from entire projects, 1.8 preset conversion, plenty of fixes and much more: - A bunch of new highly requested Smart Materials - Introducing: Smart Material Batching (auto generate all…
Naughty Dog Santa Monica, CA www.naughtydog.com About our company Naughty Dog is the developer of critically acclaimed and top-selling titles including the Crash Bandicoot franchise, Jak and Daxter franchise and Uncharted: Drakes Fortune. Were a relatively small team with a highly decentralized and collaborative work…
Hi! Looking at the screenshot, the low poly clips through the cage in that area, so I think you identified the source of the issue correctly. To solve, I would add some supporting geo around that steep edge and check how this affects the cage. Since you're using hard edges, you could theoretically add geometry just for the…
@Gikkio Although there is some overlap in the basic art, observation, and problem solving skills required: concepting and subdivision modeling are different disciplines. While it may be possible to learn both at the same time it tends to be easier to focus on mastering each discipline separately. It's generally recommended…