Well you're right, my professional experience is all open-world stuff, so it's usually a question of 'does it even need a normal/spec map?' rather than whether it needs a color spec map or not. I do have a personal interest in this stuff though, and I try to keep myself up-to-date on what other people are doing. Always up…
There's a couple ways you can approach this and it depends on whether or not the overall surface is curved or flat. #1: the issue is there's an uneven or unmatched number of segments between the inside and outside shapes. #2: use less geometry on the outside radius and match the number of segments on the inside radius. #3:…
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…
I’ve been working on quad remeshing workflows for animation and game assets, specifically around edge flow consistency and deformation safety. Most automatic remeshers are fine for previews, but I kept running into problems on denser meshes where diagonals and uneven flow made rigging unpredictable. Below is a before/after…
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…
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…