I missread the OP. :# I think he meant inflating low poly. It's what I meant. Doing it to Hipoly is indeed weird. Inflating low poly along vertex normals to bake world space normal map on the other hand is where low poly itself become the cage . That way it works in many renderers that are not supported by regular texture…
So following on from my AMA post a while back a lot of Polycounters have contacted me and asked for folio critiques. Most of those asking for help were students or graduates and there were a lot of similar problems with their current folio. So, I thought I’d take some time to share some insights here. The purpose of a…
It's pretty easy to bake in Max, if that's what you have or prefer. * Select the model with two UV channels on it (like my glTF example). * In the Material Editor, add a Bitmap node, and load your equirect map. * Set the map channel in the Bitmap node to the equirect UV layout (channel 2 in my example). * Add a Physical…
Hey all, I was wondering if there are any comprehensive guides on creating game level environments from start to finish? I'm pretty brand new to the subject and it's techniques. Here's some examples of the kind of environments I'm hoping to make,…
Hello! I'm Chris, Head of Art at a London-based game studio Preloaded. We make games such as... ZoMT http://games.adultswim.com/zomt-action-online-game.html The End http://www.playtheend.com/ Axon http://www.kongregate.com/games/ExploreWellcome/axon and our latest 3D adventure: Super Sight…
Hi all, My name is John Humphries. I am a 3D artist and am seeking paid freelance opportunities. I have over 13 years experience in the games industry and have been Lead Artist, Lead Environment artist and Lead Technical Environment artist during that time. What services can I provide for you ? Level design and whitebox…
As we move to that ever higher polycount it seems that some companies have a problem keeping up. So often i have seen some lovely character concepts, with style and feeling but with very little detail and much too much room for interpritation being used to help the hapless character artist make that 2 million poly…
I think the process that he describes goes like this: 1. Render out a basic skylight image of your object - Example 2. Delete the skylight from your scene. Apply a material that has a high specular to your object. Through Render Elements get an image of your spec highlights - Example 3. Take the two images into photoshop…
The first thing that jumps out at me when looking at this is that it doesn't seem like there's underlying structure in this guy's face. The general landmarks are there -- eyes, nose, mouth, etc. -- but there's no indication of bones and general structure below the surface to hold them in place. Everything seems to flow…
Hey I've been working on a 1:1 scale remake of a series of factory units that used to exist in my area for a project and I just have a question about mid-sized assets and how to add more character to them. This is one of the unfinished middle units, I've slapped on some temporary materials in the mean time but I have a…