To me the best bet is the wii 360 combo as its just as expensive as the ps3 when combined and you'll have a better selection of games. The wii totally the party system when smash bros comes out for the wii I'll have to get one, that or a jedi game... The 360 has the next gen looks and games but not the price making it a no…
To be honest I really have done next to no "next gen" work. When I have actually baked AO with floating bits, I usually just hand-paint out the errors on the floaters. Someone with more experience might be able to chime in on this. I certainly don't know many tricks of the trade when it come to normal mapped assets.
I had already sent out a message to the discord, the devs do not always solve the issue which is why it is a good idea to get the discussion out to multiple sources. I recently had this exact problem with Daz3d and their technical team over a gen 8 model actually being broken to which a workaround was found from another…
I think people are a bit hesitant to throw out their prices just like that, thats what negotiations are for =P but, if you want good quality work I would argue youl at least pay a few hundred bucks. and again, so many variables are in play here. is it for mobile? lowpoly? handpainted? realistic? Rigged? PBR? last gen?
You could try translating the bottom video (the bonus) to Maya: http://cg.tutsplus.com/tutorials/3d-art/creating-a-next-gen-video-game-hot-rod-the-complete-workflow-day-3/ It's less specific and it doesn't use that Shellac, which i think Maya doesn't have. It's not exactly the same as Artem's however, but it's sort of the…
Lowpoly looks nice, clean and is optimized very well. Maybe, if you are thight on budget, you could remove the holes at the handguard at the front and remove some polys at the knob attached to the left rail. But yeah, i love it and i think if its for and portofolio / next-gen game i would not sacrifice the look just to…
I'm not worried if someone reads it. I'm just using resources. All my schooling has been with next Gen technology, so vertex lighting, although old school, is something new to me. Learning Max has been on my to-do list, and its pretty simple being all my training has been in Maya.
I think most properly made Xbone/PS4 games have this (as in.. not cross-gen ports). I mean, it's essentially one of the most important features of a PBR no? The obvious games that have it are: Killzone Shadowfall Ryse Infamous Second Son You'll likely see almost all games made for these consoles coming out in the next year…
This looks so awesome! As an artist I've not really been interested in Substance Designer before, but considering the workflow that (I believe, from what has been shown) will be used for the next gen games, especially the layered materials systems like the one in ue4, I can see this tool really coming in handy. Going to…
Damn dude, 3d fractals as textures? that's one way to quickly get to the next gen look. Since this is pretty much done already I'll just chime in that your Damage Amp (purple thing) is WAY too big. That would basically be bigger than a player if he stood next to it. So I would just scale that sucker down.