Hi all, forgive this dumb question, but I can't figure it out - How do you export maps from DDO in the Suite? Do I just use the maps that are in the "preview" folder that gets created with the project? When I open the Exporter, all it does is save out some PSDs. I'm using UE4, and experimenting with both the regular and…
Wow, I was not expecting this amount of feedback! Thank you all so much for opening up and sharing your experiences and advice, it means more than I can say. My immediate goal is always to improve an artist - the portfolio advice is definitely appreciated. In fact, I'm working on what you've advised right now! Also, I've…
Thank you so much for answer NoiseCrime, you have right. Problem is blending where brush is too much soft and edges are as you say too much blurred or faded. I work on Dota2 workshop item, and I have all maps in 4k and resample down with bilinear to 512 for Antialising. And when I have on map too much colors, sometimes can…
Melscript, but barring learning that. If you use the default grid Maya's is centimeters by default. Change it in prefrences to millimeter, then change the grid to Gridlines 10 -> Sub-D 10. That will make every grid 1mm (.1cm) and each major sub-cross line 10mm (1cm). or Gridlines 10 -> Sub-D 100. That'd make every grid…
I think there is still something to get excited about, something which triggers that "romance" which Adam speaks of. Ignore the typical publisher consoles, lets look at whats going on behind the scenes. Valve's Steambox for starters. Sure it might not be offering anything new in terms of graphical capability and techniques…
What I do is basically go to middle of the map and start digging tunnel there, make sure you are maxxed out with resources and you have some gold to build up the bomb workshop right below them, after all you should have decent amount of gold coins as you dig all the stone along the way, the worst possible scenario is…
It's also just an unavoidable symptom of Polycount becoming much larger. I remember when i started out here (which isn't very long ago), it was still possible to keep track of threads in P&P (they wouldn't change at a rate of 1 page per hour). A number of things have led to an influx of people, like the TF2 competition,…
Yeah Rabant is spot on with the Spec and lighting. If you go with a complete white spec when the light comes across your objects (Stone) Its going to show almost pure white which over your diffuse might not be to noticeable but I find its the same practice when creating hand painted textures, shadows and highlights are…
xChris: There is no single good advice that magically makes a scene beatufiful, rather there are lots of good features in the engines and the more you use and use properly the better the scene will be. If you really want to simplify it I would say the most important thing is to have really good assets with good bakes and…
Somewhat OFF Nowadays they have a completely crazy workflow at Weta for skin textures. Gino Acevedo, the lead texture guy, will select people with interesting facial features and take a silicon mold from their faces. They'll do a positive cast, and then create a special transparent negative cast from it. Flatten it out,…