Found this one while browsing.Registration is free and gives free access to chapter 1 of Starwars Creature design artist Terryl Whitlatch. http://talesofamalthea.com/ http://vimeo.com/36183731
Splitting normals before baking is a good process. We have a bit about why this is important: http://wiki.polycount.com/wiki/Normal_Map_Modeling#Smoothing_Groups_.26_Hard_Edges Also some great examples here, along with info on why those extreme gradients are best to avoid…
Hey, I have not posted in awhile, but I thought Polycounters would maybe find this interesting! Here is a breakdown of how I'm making the art assets in my game -- I think it's a pretty novel approach: http://www.youtube.com/watch?v=bez-9AnW3kI
I've also tried to watch as many tutorials as possible, but many of them actually skip the parts that are critical for me, do them differently or just in a way that I can't (with another software for example). Eat3D and Gnomon are a bit too expensive for me, as I'm just a student without income, so investing 60$ in a…
A dirt simple tut on how to get some damage effects on your armor or mech, or whatever: It's the method we're using on our game Clan Commander: http://www.exisgames.com/forums/ This model is the result: http://www.exisgames.com/forums/viewtopic.php?f=4&t=7 http://www.youtube.com/watch?v=h3VsHpZGPME
As you probably know, the VertexLitGeneric shader in Source doesn't allow a specular map when there is a normal map. Instead, you must dump the specular mask into another map's alpha. Here is a new video showing you how to do that quickly inside Max without having to open up a bitmap editor. You can automate this with the…
I have started a new series of videos on my YouTube channel aimed at helping artists learn to created shaders in Unreal Engine 4’s Material Editor. The videos start with the basics and will build up to more complex techniques as we go along. There are 4 videos available so far, but I’ll be releasing a new one every…