It's a clever trick. I believe they're using a cubemap. The benefit of using this technique is that it's quite fast since there's no dynamic lighting involved, and you can easily get that toon-shaded, dramatic visual. First, they must generate a "lighting cubemap." You can build a self-illuminated mesh volume with flat…
The Pet Store Introduction Hi, here I am creating my project titled The Pet Store, which is game based off of motor skills, and providing a kooky environmental twist. This game has been well plotted out, and filled with rhythm of my debt to this industry. Goals * Faster modeling * Rendering properly * Impressive…
Do what slosh said, they actually recruit from what i've read. Hi, Positives or Negatives 1st, hmm. I like this and so do a few others: https://www.artstation.com/artwork/nQrD9X Figure since you had this going on : https://www.artstation.com/artwork/xJqDW You can draw out your environments 1st, conceptualize some neat…
@kanga Thank you! @musashidan Thank you again! I'm out of town visiting family for a few days, but once I am back I will give those processes a shot, it sounds like a much more efficient approach than what I am doing currently. I did google the Styx program, maybe I can get it to work in regards to blender as well. Perhaps…
CryTSpace isn't the official name btw, just what I imagined their tangent space would be called if they cared enough to officially define what it is. The tangent basis is formed by three vectors which are perpendicular or close to perpendicular. There's the normal vector, which points straight away from the surface and…
It's not expensive at all, even to modulate the blend with a heightmap or grayscale detail (sand in the cracks of the rocks). We used it for a mobile game with Unity, worked great.
RENDERS After exporting my character back into 3Ds Max and adding the various texture maps and making alterations where necessary, I could then export my character as an OBJ to render out images in Marmoset Toolbag 2. Initially I was happy with the basic sculpting and 3D modelling of my character, however I feel the final…
Sometimes shading errors like this are caused by unwelded vertices. Or different smoothing groups. If that doesn't fix it you could unify the normals of the mesh. In 3ds Max you can do this by applying the modifier "unify normals" and hitting the "unify" button.