Unwelded/exposed seams are not bad. The only reason to have watertight meshes is if you have shadow-casting lights which are shining on the backsides of meshes, so you want to make sure the meshes cast proper shadows. But most of the time you don't have this problem. Lighting seams are usually because of bad lightmap UVs,…
I am only starting out as well but I think if u want these walls to be seamless togetger, their uv"s have to extend to all of the 0-1 uv space, from left to right. You can put all of the pieces in 1 channel and overlapping. Unless your material will be a simple color and noise, then you dont have to do the above.Have you…
Mhhh this will be a bit of a pain to pull off...actually i did something like this a few years back with an airplane interior. do you need dynamic lighting? because i think doing this with baked lighting could work, the shader setup should be super simple for that (fetch rbg from diffuse with uv1, and multply lightmap with…
i'm coming from the old scholl, but i think this looks more difficult then it actually is. for me this looks like a blend map between two materials. snow and rock. probably one uv layout, which was painted and projected on one texture. then there are two base materials rock and snow both tiling textures. you can pu your…
2 Documentaries I recommend for artists: "Jiro's Dream Of Sushi", about a Japanese sushi master who supposedly makes the best sushi in the world and who attained this reputation through a lifetime of perfecting his techniques. "Tim's Vermeer", about the co-founder of Newtek the maker of Lightwave, who went on a multi-year…
I got interested in games back in the early days of shooters, playing Wolfenstein, Doom, and then later when I was about 13 I stumbled onto a site called q2pmp (http://web.archive.org/web/19990128161923/http://www.planetquake.com/q2pmp/ - q2pmp, what we now know as polycount) I realized you could make custom models for…
I still don't understand that DirectX9/DirectX11 outrage thing. We know that DX11 tessellation requires a very specific asset authoring pipeline (it is not a magic button thing), so we can count this out since Crytech is not going to rebuild all their assets for that. Also someone mentioned earlier that DX11 can render…
I've been working on a lot of props for the room over the past few days. These include; wires, deodorant cans, lava lamps, a full sized keyboard, and a sports trophy, so apologies for the image spam!! Lots of smaller pieces and one large one. The wires are looking a bit flat and I might increase their size as they look a…
I started using CryEngine a few months ago and it's become my favorite engine over UDK. I did miss the material editor at first, but what materials are you creating that you can't recreate in CryEngine? Most things can be split up into sub-materials for some of the complex materials that need multiple texture effects,…
well it reads fairly clear I think . I have been steering clear of the the whole, sculpt/retopo workflow in my freelance work because revisions take so long . most of my freelance work is straight subd modelling with basic texturing, because its quicker, but the work I do is pre rendered on the whole, so not everything is…