I've had a bit of time to start playing around with normal maps again. Full disclosure, I run the Surface Mimic site, but I'd appreciate some help gauging the usefulness of matched color and normal maps, maybe even ones that tile. Normal maps are excellent for some surfaces that displacement maps can't easily handle. These…
Hi! By now you probably put your plan into action. When you're generally happy with the shading achieved by the modifier, you could apply it as a starting point. Personally, I define sharp edges while checking the mesh shading, placing UV seams at the same time (unwrapping in Blender). I had another look at the model, so…
I guess it depends on the studio and on the project. I've had a few different situations. Sometimes its just a matter of here's the concept and budget (tri count, texture sizes etc) and examples of already completed assets, you just get on with it and when you're done show the lead artist / art director. Sometimes I end up…
Well the historical helmets,the surviving examples at least were designed for the most part fort protection and most embellishments were mostly on the surface and didn't give the person wearing the armor a disadvantage. For example the helmet made for the Hound Set,has that distinct coned front,because at the angle it was…
To me, AAA / AAAA is primarily a marker of budget and production scale, not a guarantee of quality or depth. Skull and Bones feels more like an example of how a long, complex production combined with live-service constraints can erode systemic depth, even when a significant amount of resources has been invested.
d1ver: Well, thanks for writing this up, it mostly seems correct to me. However as many have said, it's very long-winded and I don't think it has to be. For example you linked Guillaume Provost's "beautiful yet friendly" articles - note that they actually tell an artist the exact same info that you spent about 4 paragraphs…
🧩 Freelance 3D Character Artist – Modular Miniature Design for Tabletop Game Project Overview Hello! My name is Mat Nicholas, and I am a professional Game Designer with over 20 years of experience in the video games industry. In my spare time, I’m developing a new tabletop miniatures game built from the ground up to…
@Pep_mepla Nice progress! I find adding some smaller shapes early that break up large areas, for example some pipes or protrusions, can help with getting a better feel for the proportions. Keep it up :+1: @dspi Congrats on finishing the asset, I think it looks good. A note I have is that the edge of the liquid is pops out…
Hi again Kodde - I was wondering if you have more example screenshots of your shader being used at its full potential on complex assets by any chance? I am sure that it provides great results (I was in awe when I first tried your skin shader hence I am sure this one delivers too !!) but it would be nice to see something in…
Normal maps have gradients to account for smoothing on the low poly's mesh normals yeah, maybe I should have said something more like "bit depth isn't the only advantage" as bit depth is an advantage with normals. Just that its not a straight up comparison of bit depth, if that makes any sense. Curved surfaces and…