Thanks for the tut warby, looks good. A couple things I noticed... The gradient can be thinner, and don't think you need the magic wand if you make the grad half as wide. Kills less of your detail that way. Middle-gray is really 127, because Photoshop uses 0-255. Re-normalizing won't break the map, try it with Nvidia's…
t l d r; I do appreciate your time and effort in this situation, so to make this really simple for you i only really need to know if the Anti-Aliasing (in Viewport, apart from Rendering) can be increased with editing. So that when i view super low poly objects i do not see the jagged edges anymore and if not it is fine i…
I'd have to agree with Adam, I think greenlight is def a step in a good direction. If Valve started hiring specific people to look over the games they would be falling into the exact definition of a publisher, and as people already loudly state, publishers don't publish what people always want, know body can always know…
Short answer: In the end, you'll need both. Long answer: I don't think you should learn one first and then the other, but learn enough of each to do what you set out to do. With that said I think it's important to start small and tackle something that you have a really good shot at completing, because success snowballs.…
TL;DR at bottom. Sorry for the rant. Im currently studying at a tertiary school that focuses on training you for the industry. Graduates seem to have gone places and it was across the world so it was good to get some world experience on top of it. Im an amateur at best but I hope my perspective will count for something,…
Hi! We've been working on the creation of props, audio, UI, Particles, lighting, dressing.. of our three scenes! Still WIP but getting better step by step with the help of the entire team. The Next update on this post will be the last! We'll be finally finishing our project in 1-2 weeks from now!! Hope you enjoy seeing our…
First have a clear goal that you can visualize. Making some concept sketch/story board can help with this, even if it's just sloppy sketches. Once you got your clear goal that you can visualize, break it down into production steps. Prioritize what needs to happen first. The most immediate goal is to get something playable…
Aye, I actually made some decent progress on this homie since the 24 days-ish I tried to upload this piece. I sort of took a step back from it for about a week or so and watched a bunch of Blender Guru tutorials on lighting (which are really good if your in the market). just so I could sort of come back to this piece with…
Thanks for sharing your workflow. I was also exporting CAD files from Fusion to Moi3D. However, I've changed the process and this is what am doing now: * Export from fusion 360 in STL format (with no fillets) * Import in Blender 2.8 * Split the mesh into logical objects * Use Blender tools and HardOps addon to convert tris…
You see, this is what I love about the people at Polycount. People who are real and tell you straight up. I can't tell you how much I appreciate that. With your feedback and dedication on my end, I WILL get better :) I'm glad I posted the texture at the stage it is now. My main concern is that I'm over complicating things…