I think generally it would help if you tried to explain in more detail what exactly you want achieve using what application/renderer, ideally with images/examples. If your talking about game art, I would probably start by looking for sample/existing content for which ever engine you want to use, as linked by Neox, and then…
..so this is an interforum post .. because : https://blenderartists.org/t/tileable-texture-and-rgb-mask-workflows/1564787/2?u=okidoki What does mean (?): > the high-poly to low-poly bake isn’t turning out well This may depend on how you generate the highpoly and lowpoly models. According tileable textures: Well this…
The entire low poly mesh is using hard edges and the normal artifacts appear around the perimeter of most faces. Bright normal map seams that follow existing edge geometry are generated by blending extreme pixel values from either side of a given edge. This type of normal map baking error is indicative of UV padding issues…
1) What you need is honesty and you get that online and also from lecturers. Lecturers are easy to get hold of (no, don't email them, literally show them your work face to face) hence you get an immediate feedback. And online, it takes a long time for people to see but when they do see it, they give quite good feedback on…
Zakhar Wrote: "Jesus christ i think you might actually be the laziest idiot on the forums. Like... have you tried typing in "basic tutorials on level creation UDK" into google? The lengths that you will go to avoid helping yourself are fucking astounding, and right now I'm seriously starting to believe that youre some sort…
I'm still a little confused, are you talking about a skydomes, skyboxes and panoramas? Or are you talking about actual 3D geometry that fills in the space between the skydome and the playable area? For skydomes/boxes/panoramas, you can use any means necessary, there are a lot of these images floating around on the web.…
Hey Mark, The progress is coming along great. What I see as an opportunity is much like what has already been mentioned. More Polygons and push the spec. You are really relying on the Normal map to convey the light information and currently its doing an okay job of that, but Nmaps can't work alone. I took a section from…
I mostly use morphs in speech and I do skin up the face before making morphs so I do use the bones to roughly deform the mesh, but I do a CRAP-LOAD of vert tugging to make the morphs. Depending on the character I might use specific morphs around the eyes or brows to get specific effects like a brow crinkle or scrunchy…
Usually the internal artists don't talk much to the outsourcer. Note that there's often a language barrier which keeps artists from talking directly to each other. Usually we work in batches of items. At the client, someone makes the deicison that it saves money and/or time to give this to someone else. I assume this…
# The Object i use to paint with, is a Hedra(octa) and so far i lose big time undoing&redoing paint strokes because either i get unpainted portions, either i repaint twice resulting the intersection of the objects(hedras). i can make straight movements with the mouse, but i cant always make perfect horizontal movements;…