i wouldn't recommend to pay for a $600 course from an expert that only has 15 hours of video for a task that requires hundreds of hours per asset. That seems more like a course that may be helpful if you are already pretty far along and are looking for a push to get to the next level that you can't get to on your own. If…
Hey guys cgtrader says that for a PBR workflow I should upload at least: BaseColor Normal Metalness and Roughness. And in case of a glass material I should add an opacity map. This I don't get. I usually make my glasses with refraction maps in Vray with ior and other options, but why doesn't cgtrader ask for a material…
Its up to you, but reading through it I would make a high bet against you making it in the game industry. Its not about you not being able to learn it, its about betting on all the other people that are dedicated to the profession and the limited amount of jobs there are. To me the 10.000-hour rule is less about the amount…
We’re developing a stylized endless runner game for iOS and Android in Unity, with a strong focus on the main character and the world around him. The project is already in an advanced testing phase. Our team includes a programmer, animator, and game designer. We work remotely, communicate via Discord, and share data…
I'm currently working with trim sheets to texture a roof, and I'm aiming for a smooth geometry. I'm curious about how to achieve a smooth appearance on low poly models without baking from a high poly mesh. When texturing in Maya with trim sheets, do you simply add bevels to the low poly to enhance its smoothness? Or is…
Thanks for all the questions guys! We just wrapped up this year's GDC which turned out to be a lot more hectic than expected. It was so fun to meet so many of you at the booth and the Polycount meetup, I'll live off of that for a good while :) Ged, Correct, when you get DDO you will get a Megascans starter pack, containing…
Hello everyone, how are you doing. So, I'm in the midst of modeling this handheld controller from PACIFIC RIM(as you can see I've gathered enough reference). I've managed to get the general shape, but when i try to solve the topology to hold the edges and making the object feels alive i get this issue, in this specific…
The game industry is very much like this all the time. Things get cut or reduced to the point where the real magic is lost at times. Making games of the AAA magnitude involves many tough choices for sure. I am glad your not totally disheartened :) Limbo happens especially at these stages. I think also the Next Gen push…
And this is why we have bald space marines... Yea sorting can be a bitch even in offline rendering it takes forever to sort all that out and render shadows accurately. Most render'ers take the geometry into account, not what is painted in the transparency map, until you force certain settings, then it takes even longer.…
I've been messing around with a few photoshop filters, and I found a few that have really sped up getting a painting started. Maybe you can get a decent use out of them too. I'll use this picture as an example The filters are: Median (filters>noise>median) Maximum (filters>other>maximum) Minimum (filters>other>minimum)…