This month I have been developing the main bulk of my scene. For the architecture and the fixtures I decided to use a RGBA / Blend mask workflow, I find it’s a better for texturing assets in situ, such as adding dirt and dust around fixtures this therefore makes it feel more grounded. I previously wrote an article about it…
There is no single mathematical formula for polygon budget. It depends on the project. A robot in a Ratchet and Clank reboot will be different than a robot in Titanfall. You would have to look up their character art to determine how much you should be using. If you're just doing stuff for a portfolio, there are still some…
There are some simple things I do before a interview: 1. Check the participants on linkedin - it gives you a better impression who you are going to be talking to and what their own role is. For example you don't want to ask HR about technical details of your work. 2. Get a good idea how big the team is and what they are…
Thanks! It took me a little time to really get into this whole shading system. I studied a lot and watched some real materials. I think I got it but I could be wrong :) So basic idea is that you don´t bake stuff into texture maps like before you did. Right values are the key for realistic results. The main concept is that…
Hi, @ZacD posted good answers. I'll chime in as well. 1) What are the main differences between the two applications? At first glance they seem to do very similar things. Substance Designer's core purpose is to create substance materials (.sbsar) files that can be loaded into Substance enabled applications such as UE4,…
It's always possible to give constructive criticism. Your post comes off as being childish whereas ExcessiveZero's post comes off as being helpful. At the end of the day, if you can't say anything positive or you can't provide constructive criticism, then why post at all? If you look at the Pimping and Previews section,…
now...Crits time! stevston89: Looking pretty good so far, but the face is a bit strange imho. The eyes go far too back in the side of the head and probably a bit too high. Also even if the concept gives her a quite squared head i think you put in too much jaw and cheekbones. iniside: I agree praetus on not putting in…
Hey Fisguard, I absolutely love this scene. Your composition, detail, and overall moodiness ability is well showcased. I am new to digital painting, so take my critique with a grain of salt. Your ability to take rough paint strokes to create forms and moods is absolutely astounding, I haven't seen a piece quite like it in…
Ill try to answear this one maybe Bugo can expand. I think you mean how to make a tiling texture not look tiled when tiling or lessen the effect. Several things to this... short answer is practice. but some general guidelines below to follow... I am sure we can make a huge list of guidelines and workflows when it comes to…
okie dokie. first off.. i think you are confusing kismet with the material editor. like the material editor (and the post process editor and the animtree editor and maybe some others).. kismet is node-based.. which is where i am assuming your confusion of this comes from. now anyway, this is a topic that i guess is great…