you got further than me ;) I never have even set foot inside a post secondary insititution and am self taught. if anyone ever asks where I went to school I straight up tell them nowhere and I taught myself. usually they are kinda shocked but give props for it. I would just start telling people you are self taught. leave…
Hell yeah thanks KB. I manage to tweak my scenes settings to regain the colors with linear and it does just feel nicer to load assets into it now. I had another try and the rock faces, seeing as i want to get my surrounding core geo down asap. I feel like i can get out of this blobby phase with Sculptris, no matter what i…
Assuming its one of these: "Lion's head door knocker" search results I actually got this as a dresser, set all knobs are lions heads, its pretty cool, so i could provide a reference. Looks like you didn't just mirror the geometry mesh? looks like an auto remesher & go situation, could be wrong. @Noren has the rest covered…
I'm using some spline loft actors to help build a path and I've noticed I can't seem to get shadows to cast on top of them. The static mesh alone is fine but when I deform it with a spline loft it doesn't receive or cast shadows. Is it possible to get shadows working correctly on them? I really need to use spline lofts and…
Hi, can someone help me on how to get such toon visuals for a low poly unity game: Aquavias game: https://play.google.com/store/apps/details?id=ua.krou.aqueducts Target style 2: Can I get something like that with the MK toon shader ? https://assetstore.unity.com/packages/vfx/shaders/mk-toon-stylized-shader-178415 Thanks…
Cheers for the crits! Yeh i originally set out for the scene lighting to be overcast, no direct shadows. Yeh i wanted more reflections from the tape (which is a phong shader!) maybe they need more subdivisions?? I could opt for some GI too get more bounce light from the background, the only issue would be over exposure,…
You can try disabling lightmap compression and see if it makes it any better. But generally they should be compressed and you shouldnt have a full project with uncompressed lightmaps on everything. If it helps, and its only this asset that gets the issue, you can disable the compression on its lightmap only. The compress…
This is an awesome idea, I don't know why. It's a cool unexpected combo, putting a piano in the middle of a rocky snake shrine type place. The only thing sticking out to me is that the piano's design seems too regular for the context of the setting. I can see that nice ornate detail in it's texture though. If your heart is…
For art production, I expect to see a lot more funky shader stuff. It will be more common to use multiple UV sets, overlayed textures, fancy shaders, vertex colors driving various effects etc. There is a fair amount of shader complexity going on in the current generation, but for the next-generation I expect artists to be…
ImSlightlyBored: That was Tinman your refering to, I know cause I saved the text :p This is what I had saved in my notes on previewing spec: "Place spec map in a layer_set over the diffuse, and set the layer_set to color dodge. While painting the spec you'll see approximatly how hot that surface will get with specular,…