What anger you are talking about? Houdini doesn't have anything common with this. I'm looking from perspective of companies that have to deal with more than just Windows based stuff. So Max is no go for them, no matter which way you look at it or how many game companies are using it. And what extend it is? I know about…
#1. Stop hand painting your textures. Unless you are specifically working at a studio that requires it depending on art style, the majority of your time will be photo-sourcing. #2. Instead of making 1 single board texture, make a 1024x1024 or a 512x1024 texture and have something like 5 or 6 different board lengths on it.…
Wow thanks for all the feedback everyone! I really appreciate it. I'm working on the wooden planks now, and hopefully I'll have an update on that tomorrow. Over the weekend I'll work on the crits I got, and also start concepting out the environment. Now on to responses! Mathes: Yeah, I might go back in and change that a…
ok... lets try another way... I am playing to create a directX exporter under Maya and I think I got new information. About directX in the export file, vertex count seems to change depending of the Uvs. For exemple to build a geometry WITHOUT uvs, you will only need to list vertex and then to list the triangle with the…
spec i've never had any problems in my years making games with 5 sided polys (unless you are mesh smoothing then they could cause problems) but as long as the invisible edges are not doing dumb things it should all be fine, and besides the 5 sided polys are by far the least of this chaps problems. one thing i had to learn…
Hi Lemenus. Maybe these pics will help you. As you can see, the barrel is radially symmetrical. I have a cylinder choke installed in the muzzle, but the overall wall thickness is the same as a regular 590A1. The bottom side does have a flat section to make room for the slide.
Hi guys, I've just applied to a few companies (one of the many) with my current portfolio pieces and I wanted to get an insight of what people like and dislike about my portfolio, I'm open to critiques (go easy :) )) and I'm not sure what expectations I should expect other than being turned down multiple times (Que sera…
Super Mario Ruins: 3D Environment Low-poly model done in Maya. High-poly sculpt done in ZBrush. Textured in Substance Painter. Rendered in Unreal Engine 5.
Result so far. I couldn't find good workflow for creation tileable materials along with support mesh maps. Here are 5 unique materials 2k res. each in S.painter but I want redone it in S.designer and use only tiled texture + mask in game engine. What a shame that layering workflow in substance painter don't give us…