Hey guys, Like the title says, I am looking to start my team back up, I had to take it down due to the fact that I was traveling and didn't know when I would be back in commission to work on the game again, but I am back and looking to start the team back up. Currently, the game has been in 3 months of development and…
Yep, unlit scene with mostly (if not entirely) unique textures so you can paint the lighting directly on to the models. Here's one of my favorite examples, or a more recent example.
You’re right, decimation is a better word for what I’m doing than retopo. Ideally yes, the decimation and unwrapping would all be handled in one step. Best case would be a modifier that I put on the model once and forget about. I know there are quad-based topology solutions out there that would probably give me better auto…
I have sony a6000 24 mpix APC-s camera with default kit zoom lens pz14-50. Photogrammetry have always been so-so an softy with this camera. Chat GPT tells me it's a soft lens and uses only 60% of matrix resolution. Which surprises me because I always though its sensor resolution mostly . Chat tells me all those boke ,…
Here's a quickie Max 2010 file, using the example texture from your first post. Take a close look at the modifier stack. http://www.ericchadwick.com/examples/files/RowBoatTexture.max
Name: Arsenii Kolesnikov Timezone: UTC +3 (GMT +3) (Moscow, Russia) Specializing: Sci-Fi & Realism Concept Art for AA games and films. Hello! My name is Arsenii Kolesnikov. I'm concept artist, working with different projects from cinematic concept art to gamedev and NFT, I offer a range of services that cater specifically…
I'm not sure if Portal 2 is a great example for a great videogame story. It's hilarious, sure, but I'd imagine there would be quite a few examples you could have picked that are better in that regard.
Update version 2.01: Hello! I just updated my script on ArtStation which now comes with a new option "Force offset" that might help achieve a better result in certain situations. Basically, as you can see in the animation below, if you check this box, an offset will be applied to the Quad Fill Hole no matter what. Update…
So one thing that really stood out to me that hasn't been commented on are the UVs. They are totally fine if you need a quick auto solution, but will be an absolute pain to work on if you have to do any serious texture work. Ideally, it's best to orient UV shells so they are horizontal or vertical, and straighten some of…
Open up the example night and day transition map in UDK. It has examples of this exact thing. You should just be able to use a world position node as UVs to make water run downwards.