Hi guys, right after the latest beta release, I've been involved in a indie game development group for about one month dealing with HLSL. Unfortunately it didn't turn out too well, and from that experience I still have a toon shader for 3ds Max to refine and release. In the evening of the same day I left the team, I…
Instanced static mesh just did not exist in older versions of the engine. It wasn't properly supported by hardware before DirectX 11. Even after implementation in DirectX some hardware still didn't support it. Many tutorials aren't a realistic representation of a actual game workflow. They show some of the techniques but…
@JoshexDirad If you are using prerendered and realtime graphics and the normals aren't properly aligned for one renderer, can't you use something like Handplane or an equivalent to create a matching set of normal maps for each if the baking renderer can't do that? The textures for the prerendered stuff don't need to ship,…
A wild guess if I may : the OP probably also wants full-on character customization - including head and hair swapping, and fully unique outfits with colorization. ... right ?
We have some more examples here http://wiki.polycount.com/wiki/ShoulderTopology This is probably the single most complex joint for deformations, besides the groin. The trouble comes when simulating what human bones and muscles do as a character raises their arms above their heads. There are a lot of additional movements to…
We are looking for a 3D Artist that can help us create stylized models for our project in Unity. The main task would be to create different variety models of stylized, viking-theme inspired, structures, of different shapes and sizes. All the examples for every needed structures will be provided upfront. Keeping the poly…
I have just posted a piece on my Artstation showcasing the Enfield No.2 Mark 1 Revolver and now ask for feedback/critique on anything! Could be the modeling, texturing, rendering, presentation etc. I'll post some renders here but far more is shown in my Artstation post below, including a Marmoset Viewer.…
blimey this is a blast from the past :) it's basicly an npr shader with a specular with a fresnal falloff (ie at acute angles gives a "specular edge") the npr part is the standard lighting equation used as a look up into texture that gives us the output lighting. a linear texture would give us an unchanged result but we…
Hey Polycount :) Here's a little axe of mine made recently, 647 Tris total - PBR Metal/Rough textures at 2048x1024 scale Software used include blender, houdini, substance painter/designer, photoshop, and presentation in Marmoset 4