http://linkedintelligence.com/9-ways-to-get-linked-out-on-linkedin/ maybe help for linkedin users? otherwise for me, LinkedIn seems little bit too formal to my style. i prefer cghub or anything that contain bigger space for Image rather than text. but again, this is from artist perspective.
Hi, i'm a little confused about the texture rules "4 x 4096 texture sets maximum (can be split further: 1 x 4096 = 4 x 2048, etc.)" does 1 set contain anything from (albedo,normals,roughness) or are all those considered separate sets?
There's never been anything wrong with creating studies of anatomy containing full nudity and displaying it on polycount regardless of whether or not it's visible in the end. It's how you learn proper forms + adds to an artist's library of base models to work with on future projects. The head definitely looks better scale…
Both obj and fbx contain texture coordinates (UVs). With fbx however, you can also save vertexcolor, the scenes size, more than one UV set (and much more). You can export your UVs as a texture from Mayas UV Texture Editor: Polygons > UV Snapshot
ok, from comments under this video "DDO Painter: Color ID Primer pt.2" https://www.youtube.com/watch?v=45YCkPmTXnU I got this reply by Quixel: "Yes! In the /swatches folder you will find both an FBX containing all material swatches, and a Ps swatch file :) " The thread is solved! :)
Actually you want to switch the texture sampler from bilinear to point filtered to get blockiness - and you want to KEEP the mip maps, and bias them down to the lower levels. (Mip maps contain the smaller textures, without them it would be all sharp & sparkly - too next gen for you :) )
Now that's seriously good stuff, Madwish. I wish there was some kind of entry on the wiki containing rules of thumb for environment artists. The kind of thing everybody has in mind when working on environments, but aren't written down anywhere. Yeah most of these boil down to art fundamentals, but it would be a good…
You can find images of "used knives" on google. They will very often contain natural reproductions of wear and tear on metal. If you need more tips on how to texture in PBR, you can refer to this tutorial [ame="https://www.youtube.com/watch?v=ScM9kt_B5as"]www.youtube.com/watch?v=ScM9kt_B5as[/ame]
There is always cgtuts http://cg.tutsplus.com/ that contains a huge collection of tutorials. Maybe the new polycount wiki can adopt a similar approach / design. But this is definitely not a one man job! EricChadwick you are doing a great job man.....if you need help when the new wiki starts, I will be happy to help
i would suggest you look into and learn about game and environment art as well. There is way to many designers out there with absolutely no concept of what makes stuff looks good or what works with their own "perfect" designs. 20 randomly placed containers on a bump in the terrain is NOT an alp village with untouchable…