Maybe you guys could help me out... I downloaded the demo and been trying it out but I get this stupid seam where the UV seams are. I thought you used this software to paint away seams? I have this image, it's kinda hard to see....but I can't seem to paint a few pixels away from the UV seam edge....anyone experience this?
That made sense i didn´t encounter that, because i don´t use mr materials very often, so no clue there :D And for the red parts if rays miss... you can turn that of, i do that quite often sometimes i only get very small ones(like 1-2 pixels) which i just paint over later.
I came across a pixel forum that has an anonymous list of developer reviews. Might it be a good idea to set such list up here? just to give possible employees that might have gotten an offer or came across a company a fair look into the actual studio? without being tricked into a poisonous working environment with all…
As in everything else in life, you learn through repeated failure. Just start putting down pixels. Each time you try it'll look slightly less terrible than the last time you tried it. Eventually it'll even start looking good. Just pick a model (this one for example) and texture it over and over again until you're happy…
Game looks great. The latest OXM has a designer diary called from Pencil to Pixels which has a cool behind the scenes showing some of the characters and environments being worked on. I enjoyed seeing the Helm's Deep model which the AD said they got from WETA. That bad boy was chugging in that Maya viewport just trying to…
all the blank space in your lightmap UV's get filled up with black pixels on the lightmaps. So if you unwrap a sphere into the UV coordinates you've shown here you'll get lightmap bleeding between the black spots and the lit spots. Unwrap your object with as few UV islands as possible to reduce this. Here's epic's tutorial…
you mean chromatic aberration ? what software are you using to save out these images, and where exactly did you turn that feature on ? this is the noise he was asking about: same pixelation problem here: you have have lot of texture seams, mesh holes and some intersecting mesh problems in your models: also, your texture…
Ontop of Franks suggestion + link, it also helps to rotate your uv shells to be snapped to the pixel-grid, which will alleviate a lot of the jaggies + aliasing going on ( Some of your shells are rotated, and not perfectly straight). Also worth mentioning that your high res can really benefit from having wider/fatter…
If AI starts replacing artists, AI will also be replacing a lot of other humans and their jobs. Much larger stuff to worry about in broad scheme than the subsection of art that is 3D modeling. AI is already replacing things like creating tiling textures and moving around pixels on a texture to make it seamless. Which is…
Hmmm... About the the lightmapping question you posted in the Unity forums, can you take a screenshot of the scene under Baked Lightmap Draw mode? We might be able to find some more information here. Ideally, the object you mentioned should display the lightmap pixels as a checker pattern, and the corresponding baked…