Hi guys I am about to start a 6 week project where I design an interior environment (1 room + hallway) for mobile in Unity. The scenario I have agreed with my tutor to create is a japanese convenience store crime scene(Images attached below) So it would be a packed busy convenience store with parts of the store smashed and…
UPDATE: (finished) flats: I am calling it done, I gave it my best but now I must move on to new projects. The textures are now cleaner and optimized. Thanks a lot for the crits guys! They really helped me pushing the model further and it made the process a lot more fun. So big a thx to polycount. If you wanna take a closer…
i get the benefits - i just don't see the tradeoff being profitable for cases like a cooking pot. Usually this is the sort of minor asset that you find in the background and your primary concern is making sure its as fast to make and cheap to render as possible. The difference between chucking a 512 or 256 pixel texture…
Hello members. I am a newb in this forum. I tried to search for this topic but it hasn't been discussed extensively. I wonder if anyone knows about any tutorials on how to make your own mipmaps for the .dds format. I want to make my own atlas texture, and I wanted to use my own mipmaps so that there will be less seam…
Yeah yeah, "another AR 15" but in my defence I started this project 3 years ago, 2017 (not continuously! A lot of breaks in between, didn't really work on it in 2018/19) and, it's white. basically a totally unique gun you guys. Artstation for more renders | Sketchfab for download
Hey all! Finally had the time to start a brand new project and I settled on the Sturmgewehr 57. Here are the current high poly WIPs: At the moment I'm just getting the topology in the right spots from the blockout, so some parts like the stock and barrel shroud will likely be replaced quite soon. Any critiques are…
Still seems too low to be useful though. For an 8k texture, 512 samples seems to be just enough to hide most noise. And having to bake a higher res texture on GPU only to downscale to reduce the noise seems to be slower. I did some simple tests - maybe my GPU bake settings could be better but my results were these. GPU…
Ok today, between learning about UDK lighting, I played around with some ideas for how to texture the walls. I know to some of you this is gonna be a 'well duuuuh' moment, but I'd never done much with tiling textures and I assumed it was gonna be a pain to get a nice tile on the walls when there's hole's cut out for doors…
I think this is not just about pressure levels, but also about the shape of your pressure curve (easily user-editable in the Intuos Pro /Cintiq driver panel, and requiring the use of a third-party tool for the Graphire/Bamboo/Intuos"cheap" line). http://blackink.cz/tablet-pressure-curve-tool/ The startup pressure threshold…
Nah, it's not a stupid question at all. It would've helped if I'd explained it better in the first place too. say you were to uv and then paint on your sculpt in mudbox or whatever, you'd probably want to have a relatively high resolution texture so you could get some fancy details going on so let's just say you use a 2048…