Hey there! First of all, don't be discouraged—you're absolutely not alone in feeling this way. It's great that you're taking the step to experiment with a Pro subscription and see how it affects your visibility but I don''t think its needed, it is however great for the tutorials and other features. While it can be…
M8ym8, your UVs aren't the issue. This looks like a triangulation issue due to the concave polygon and the fact that each software is using different triangulation methods, so they give different results. The example below shows two different methods to triangulate a mesh. There are many more. Different triangulation =…
@BlackNiboWOlf It means that the scratches and wear and tear are consistently everywhere instead of places where they would make more sens. Because of this your textures have this procedural generated look to them. Example below: In example 3 you can see that this prop has color variations and things like subtle dirt etc,…
Companies are aware and they do a risk evaluation on it. For example, it is pretty common for M-rated games that ship to Japan to cover up female nipples, where as the EU and NA counterparts show them. If people take a mod that frees the nipples for people playing on the Japanese version of the game on PC, the team will…
I have just realized that noone has even mentioned the most famous example of a pilot game: Portal. It's funny that it took me so long to realize that Portal fits the bill perfectly; now that I think of it Orange Box's model actually makes sense. Bundling a short game representing a new IP with a more popular title seems…
Thanks! And yeah i know all about gamma, it's an easy calculation to add, so I'll get around to it once i sort everything else out. I should be able to add in tabs for different colour selection modes, but that's pretty far down on my list on wanted features. Dado: Ah! Ok gotcha. Kind of an interesting tool, but it's…
@Sunray Good choice with UE4! As it´s much more complex than Toolbag you can add as many inputs/blends/detail maps(i think), For me without knowing "nothing" your head mesh looks better in ue4. Good tutorials...Unreal in youtube as a good example, they cover almost everything from basic to some intermediate things, as wel…
I see the argument coming from a few people that addictive = bad. You do realize that ANYTHING that gives any positive stimulus in your brain can be addictive, right? You can become mentally addicted to literally anything that makes you feel good. For example, I'm addicted to using my computer. Just because something is…
Wow, I'd never even considered that, Pior. I guess the reason being I tend to be hesitant to 'complicate' the mesh because of a fear that the result would be unwieldy and more difficult to work with. Unless I'm missing the point, of course - are there any links where I could see an example of this kind of approach? Right…
The corners of the columns really don't fit the rest of the scene. I'd also seriously consider promoting them to 8 or even 16 sides, especially for the oblique on on the right side of the first image. Overall, there are far too many right angles. The sides of the curb don't have to be vertical. Consider adding chamfered…