I think one of the main atributes which seperate computer-games from other kinds of media is the interactivity. No matter what kind of game you play, you always have choices to take and interactions available. For the field of story-telling I'm missing the fact, that my interactions in the virtual world really reflect on…
Personally I write down a checklist in the morning or the night before. For example, if I'm studying I would write down milestones or specifically what I need to study. As well as chores and other non-art stuff. Whenever I'm working on my art I do it in silence first so I know what I'm trying to do. I only put on…
So I took a look at your substance. From my perspective it seems that your are a bit confused by the resolution system of Designer. It seems you want to output textures at 4K, but Designer works in your ram to be efficient. When I opened you graph my computer consumed a total amount of 15gb of ram. This can result is some…
Beginner here, confused about Quixel megascans textures. Particularly the texel density and scan area values they provide. I take it that to display the textures in their intended scale we should follow the listed values. For example, Brick Wall (brick_wall_wgukbfj_1k)…
Indeed +1 As an example my choice of DCC app, typically you'd use something like a quad remesher operation then manually edit remaining surface artifacts but rapid conversion is fairly dependent on the object's complexity, as well. Parametric vs Polygonal paradigm i.e. pros and cons
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This is awesome, love the diorama, and the direction you're inspired by. I searched this game and found what I hope is a representative image: This game looks really cool, great inspiration! It's important to note that this uses lighting and post-processing to change the "look" of the assets. I think they are using PBR…
I'm glad you find it useful. There's a lot of scripts, shaders, lighting, LODs and Unity settings all working together so it's a challenge to explain it all clearly. To qualify everything I write: I'm not an engineer and I don't pretend to be. I work closely with them, I do a lot of scripting but I stay out of their code.…
@Neox Substance Designer can be used to make shaders, MDL for example and there's ongoing work to integrate MaterialX. To the OP, we have lots of resources to help with understanding how Naughty Dog does their textures: https://polycount.com/discussion/122359/the-last-of-us-art-dump-rogelio-olguin/p1 Great post from…
Curious how this might work in a game engine, with the sorting limitations. Can't afford depth peeling in most games for example. But loving the exploration, this is where discoveries are made!