thanks a lot for that, that was one of the problems i was having in x64 anyways i played with for few hours and the painting some what serves its purpose. that is if you want to mainly fix seams and do minor texturing. i noticed some bugs that stopped me from doing a full blown texturing. the texture connection was buggy.…
Played around with the idea this is the best atm that I came up with for people with this issue. Make back ground dark/ get a dark Material / for the wires go into ui / colors / change it to something stupid bright, maybe that will help you. I tried to get the see-through colors to change but it didn't no matter what i did…
- Graphics have stagnated since PBR has been introduced IMO. 2014 titles still look like they could be released today (with the exception of realtime GI/raytracing). - Graphics do NOT matter as much when it comes to selling a game now because of the above. Macro details matter the most, as when we released our own game…
If you're talking about BSP as in the Blocky Meshes they use to sketch out a stage, then no, no one uses those (unless you're sketching out basic level ideas and how they will work in realtime). However, people still use the Terrain system in UDK and it is used alot, I would have to see how someone would go about making a…
I recommended you using a blue version of the diffuse for the reasons mentioned in the thread I linked, there are technical aspects that justify using complementary colors for non-metallic materials but still it's just a starting point. The difference is that you inverted the colors, inverting shadow information as well.…
For what reasons? And which version did you try? Admittedly, anything pre-2011 was pretty terrible in comparison with the Windows version but I've used the latest release for some time now and it's fine. Maybe I'm just getting optimistic but it wouldn't surprise me if we saw Max for Mac before the year is out, or at…
I think another factor here is that game engines and gameplay sequences are really advanced now. Back in the days of Diablo 1 and Warcraft 2 and Ultima 7 and such, the cutscenes were a reward; you've completed something important within the crude world of the game engine and then you were given a story beat in a much more…
A good place to start https://unity3d.com/learn/tutorials/topics/graphics/unity-5-lighting-and-rendering https://docs.unity3d.com/Manual/LightingOverview.html You probably don't want to use pre-computed real-time global illumination, instead you'll probably want to use baked global illumination (traditional lightmaps). The…
I mean for example if someone uses a glossiness map in a metalness workflow the result is incorrect, isn't it? So, besides the problem with this statement in itself (Per already covered that part), I think this illustrates a problem I have seen time and time again here on the forums: artists coming across modern realtime…
worry about getting the artistic stuff right first, then about the polycount. I don't think anyone really cares anymore about the polycounts of the pieces in your folio - things like artistic ability and especially hi poly sculpting skills (also more and more for env artists) are the focus now. This impresses people, not…