Hey guys, I recently completed an art test for a studio and they turned me down. They said the modeling was up to par, but the texturing, not so much. The test was to create a spiked barrier, under 700 tris and with a 512 diffuse, spec in the alpha and a 512 normal. and then fully integrate it into the udk It was up to me…
Yeah, that damascus steel pattern is something I'd like to know more about. Another thing that came to mind is how to do this thermal metal discoloration you usually see on some weapon barrels. Might be a trivial thing to do, as I didn't try it myself yet, but maybe you guys know some smart and easy way to do it.…
Now included with this pack, is another full pack. The complete city pack! You'll get this entire pack alongside the Low Poly Car Pack + Modular Race Track Kit. This new pack will allow you to fully populate massive cities. These assets are meant to be versatile for both webplayer and mobile projects. They could be used…
Yeah this always confuses me. 256 = accuracy to 0.39 512 = 0.19 1024 = 0.097 So what people are really saying is that they need 512/1024 levels of sensitivity, to set their transparency values to levels of accuracy finer than you can actually manually set them in photoshop? You're going to worry that your pressure can only…
Submaterials should be minimized as much as possible on production, but it's all a matter of balance. Having different sub-materials can also help if used well, like if you have a submaterial that doesn't need shadow casting, just turn off shadow casting in that submaterial, you'll save drawcalls that way; You can also…
Quick update. Pretty much done modeling, cleaning up uvs. Had a couple of questions about textures and stuff. As of now the ground is a bunch of planes next to each other. I am planning on making 3 or 4 different 512*512 sheets for the asphalt that fit together. Is this the right way to do this? I am trying to to do this…
I always use 8 or 16, why exactly would some one use 6 pixels? as i understood it, the texture gets rescaled from lets say 1024 to 512 in the first mipmao which means it has only a quarter of the size (damn my enlish, is this correct?) so you're losing 4 pixels, next mipmap goes from 512 to 256 which means that you're…
depends on the type of game and size of your chars. i'd say around 1500. 8 skinned characters cost quite some performance. too many bones could make your framrate drop pretty fast. i'd go for 512*512. if you ain't getting too close, you probably are ok wit 256*256. but texturespace is not that limited, so i'd go higher and…
Yes, especially if being mipped down (high quality mode = 2k trim texture, low quality mode for lower end machines = 512) there should be quite a lot of padding to prevent bleeding on lower resolutions
Hi guys and gals, In Dec 2010 I was invited to do Gameloft's art test and I only managed to finish the modelling within the five days. I've decided to have another crack at low poly art for mobile/handheld games and I intend too learn the entire pipeline from start to end. I'll be following similar specs to create various…