Check UVs for overlaps, and make sure they’re not flipped/facing backwards? Since you are reusing uv space for repeated elements, it might help to offset all the overlaps 1 unit in UV space, leaving just one element inside the 0-1 space.
Firstly, I know how you feel, I'm also 25 and working towards a job in the industry as an artist of some sort. A lot of people will tell you to 'man up', and in all honesty while it's harsh advice... it's also probably the best advice. Negativity and feeling depressed will only yield poor results in your creativity. Now…
Next update is ready and there are new game builds available here: http://www.artoflightandmotion.com/downloads ! For this update, I’ve mainly been working on implementing the ideas I had for the seasons and teleporter options I mentioned in the previous update, and I also got my first Aspen bush/sapling done! There are a…
Hi Vish, Right off the bat, what stands out to be the most is that your portfolio is all over the place. I would say pick an area or two to focus on and tailor your portfolio to that. Trust me, I get enjoying doing everything in the art pipeline, and while at smaller studios you get the chance to do a lot of different…
/\ this. anyway. if you want some advice about creating good mats for your floor (read this if youre making it with a bsp): select the textured bsp and hit f5. youll have all the best settings for tiling, uv placement, and stuff. scaling can be precisely set there. as regards the noticeable tiling, udk has the decals…
DKK, nah. At least not for me - and as far as I know any other Canadian or Mexican. Because of the NAFTA agreement, we don't have the same restrictions as Europeans might have. Don't get me wrong, there's a ton of red tape and I wouldn't of been able to get through if it wasn't for lawyer's assistance. But yeah, it' a…
Sweet, this is great. Are you open to feedback? A couple things I noticed: * Some of the grooves in the ice seem to be bumped outwards rather that bumped inwards. * It would be nice to have some ice dust/chips on the props. * Glove shadows are looking clipped, might help to add an interior mesh.
Hey Folks I've took a short break from this project over the past few weeks as the work hours have been getting more intense, additionally I've been giving more attention to my 'Brink' inspired bust to get it complete : http://polycount.com/discussion/177154/brink-style-character-bust#latest I revisited my reference for…
You're not going to be cathing any buses with that one, LOL. >_> It's okay, i hate myself too. I'd suggest baking/painting a bit more lighting, and adding some more dirt where wall and floor meet. Just a very small line of dirt, not real grungy grime or anything. Just the buildup of dust in cracks, you know?
I know there is grab brush that saves depth as alpha and rgb separately but you have to do save two times instead of just once. It's extremely annoying and also when you try to record this save in a macro action it often does less than the whole document for some uncertain reason. My guess probably by exactly same frame…