I'd like to give this Decorate a try but I don't know how to set it up. I don't understand how they got to the point that they did in the example max files you can download. The SlideKnit method seems messy...I got it working, but the real-time interaction doesn't seem as smooth as the "Decorate" examples. EDIT: nvm, I…
I'm going to bump this thread as I've stumbled across some tutorials on making directional lightmaps and a tool for generating Self Shadowed Bump(normal) maps. SSbump Generator, a free GUI based program that can be used to generate Self-Shadowed Bump Maps. Also this thread on the Unity forums has links to example files,…
Except that I didn't do that. Its just a regular old UV layout, it isn't obsessive compulsively welded together to minimize seams, nor is is set up to use a lot of hard edges. For instance, if the sight was meant to go into an engine that doesn't support synced normals, it would need even more uv splits to support the hard…
Hi! Perhaps you find some useful info on the Concept wiki page I think the base of many environment concepts is a 3d blockout. For example concepts could be done on top of renders of a greybox level, or the current level state to explore options. I think a crucial part when fleshing out an idea, whether 2d or 3d, is…
Hi! I think in end the execution is what matters, less the setting. That said, I can see how the setting affects what techniques you can showcase. So when you're planning a project, you could think about what techniques you want to show/ what would you like to work on. For example: Catacombs - modular kit, photogrammetry,…
There is certainly a high level of rendering skill in this piece. You clearly have a understanding of textures, based off the sheen of the armour and the fuzziness of the fur. However, in terms of making it loom proffessional, so like the official concept art you get for an animated movie or video game, you would need to…
We require stylized casual game themed environments and prop models. All work will require some ZBrush sculpting. No optimization or texturing required. Only sculpted props, simple vehicles and some environments. Here are a few example images (not our projects, only examples of style):…
Well, there is no pure color in properly-formatted PBR color maps. And tone mappers can only do great with good inputs. White paint for example should be no brighter than 240 or so. Snow is the brightest at about 243. A lemon peel is around 220,185,0.
Looks like a fine start, but are the windows are floating on top of one big box? I would get rid of the big box, build the window with trim and surrounding building shapes, then copy it across the front. This makes modular pieces of everything. (I have an example) I built the top window, with the inset and trim around it,…
yeah haha I guess that was a dumb example. I was more exaggerating about what I thought DJ_ meant when he said to simply use 'snap' for both of his examples. I guess he could have meant snap align though... But even if that's the case, my point was that you shouldn't just give up on a workflow that you find more efficient…