Sorry to derail your thread more with pointless bickering... The CB is looking good =) EQ, That's pretty much that's my point... with an important caveat: Add details like that where they count. Don't bother wasting your time to detail the under side of a rock if its never going to be turned over. Just because you can pack…
There's been a lot of posts are trim sheets lately, has there been a popular GDC talk involving them or something? Last I saw was some work from Sunset Overdrive. I don't know much about Trim Sheets construction but from glances are previous posts I can gather that they are horizontally or vertically tiling textures placed…
I've had a lot of my play lately, hadn't hadtime to get back to this. Oh and I did get your pm as I was putting this together. Yeap, seeing this layout the scope is out of the range of assets created. To keep things short, you've got a big ass room and not enough art to fill it. It's fun to dream about huge team maps, but…
Glad to be helpful. ;) Well according to me you are looking the whole thing from the "old" point of view: you should free your point of view from the old constraint between texture size and grid size. These days is not that important anymore, as long as you work in a consistent way, so to have the same texel density…
Woah some huge reads in there! I think the animation and rigging discussion as been much covered... and when it comes to lowpoly modelling I think all programs are getting more and more equal these days. Yet there is one gripe I have about maya... take 'polychipoff' for instance. It's a powerful command for sure, but it…
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THESE POSITIONS HAVE NOW BEEN FILLED. THESE POSITIONS HAVE NOW BEEN FILLED. https://store.steampowered.com/app/1689390/Mythrealm Mythrealm is a Single Player Fantasy RPG Game currently in development with Unreal Engine 4 and due for release in 2023. Delta Video Games LTD ( The developer of Mythrealm ) is currently seeking…
the first part about the thing you'd want to know is right here [size=+2]Things you'd want to do[/size] So I hope this wall of text up here made some sense for you guys.) I find all this information on how stuff works really useful, but it’s not exactly what you would use on a day by day basis. It’s nice to read once, but…
Agree with Oniram. I've been doing a lot of moduluar texturing and just leaving my lightmaps 1:1 and making sure there's tonnes of padding incase the lightmap mips.
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