@ysalex Though IMO, I think a good basemesh would be more popular than a lewd art. I think I saw the ones you put up on fake accounts, and they look pretty neat :P A lewd art would be liked and viewed mostly by people who like to view it. Whereas a good basemesh, although albeit naked in nature, can also serve as an…
@Gamer_Alien; As I said earlier, your dota 2 player approach is flawed because item votes aren't only voted by how good they are, but how popular the hero that such item is made for. Simple examples are a good Drow/Lina item will easily beat an amazing Enchantress item any day (that example might not be correct but just as…
I might not be a expert on this but I disagree. Intersecting geometry should be generally avoided. The gif example is actually just very badly build (sorry poop ). You need to build it like a 'X' but with the side that gets compressed more a bit bigger. It also needs ~10% weight on the vertexes on opposide side of the bone…
I've had a bit of time to start playing around with normal maps again. Full disclosure, I run the Surface Mimic site, but I'd appreciate some help gauging the usefulness of matched color and normal maps, maybe even ones that tile. Normal maps are excellent for some surfaces that displacement maps can't easily handle. These…
🧩 Freelance 3D Character Artist – Modular Miniature Design for Tabletop Game Project Overview Hello! My name is Mat Nicholas, and I am a professional Game Designer with over 20 years of experience in the video games industry. In my spare time, I’m developing a new tabletop miniatures game built from the ground up to…
I guess it depends on the studio and on the project. I've had a few different situations. Sometimes its just a matter of here's the concept and budget (tri count, texture sizes etc) and examples of already completed assets, you just get on with it and when you're done show the lead artist / art director. Sometimes I end up…
Well the historical helmets,the surviving examples at least were designed for the most part fort protection and most embellishments were mostly on the surface and didn't give the person wearing the armor a disadvantage. For example the helmet made for the Hound Set,has that distinct coned front,because at the angle it was…
d1ver: Well, thanks for writing this up, it mostly seems correct to me. However as many have said, it's very long-winded and I don't think it has to be. For example you linked Guillaume Provost's "beautiful yet friendly" articles - note that they actually tell an artist the exact same info that you spent about 4 paragraphs…
Hi again Kodde - I was wondering if you have more example screenshots of your shader being used at its full potential on complex assets by any chance? I am sure that it provides great results (I was in awe when I first tried your skin shader hence I am sure this one delivers too !!) but it would be nice to see something in…
Normal maps have gradients to account for smoothing on the low poly's mesh normals yeah, maybe I should have said something more like "bit depth isn't the only advantage" as bit depth is an advantage with normals. Just that its not a straight up comparison of bit depth, if that makes any sense. Curved surfaces and…