Thank you for your thoughts! I'm encouraged and it's got me thinking. 1: That's super interesting because the answer is absolutely not. I'm probably adding a lot of skew now that you mention it. I have been led to believe I will never have a situation where the edges align. I'm hoping you can understand why when I say that…
Twitter: http://twitter.com/#!/TopHatStudiosUK TopHat Game Studios was founded in early 2011 and officially incorporated as a limited company in 2012. The developers at TopHat are from a range of backgrounds in the game(s) industry as well as freelance artists. We at TopHat Game Studios believe that the current gaming…
@pior I think you misread that last sentence a little, or my comprehension is failing me. I think he's talking about having all the necessary precomputation done automatically in engine and applied automatically at the shader level, so from an artist perspective you just import a model and invoke the magic words: "Hell…
So. Those fantasy weapons are a pretty good choice for starting, because usually they aren't too complex. Do this: Method/Style 1 - Highpoly->lowpoly->baking normal and other maps 1. Make basemesh in your modeling software (Maya in your case) - Model the forms, separate the parts that should be separated. Like if it would…
HUGE UPDATE!: I somehow figured it all out through trial and error. I was able to use DBuffer nodes to apply a mask to decals applied to a given mesh (in my case the road mesh) to mask around the cracks. This was so tedious to figure out since I could not find any explanatory documentation online about masking decals.…
So to be clear, a longer or more dense animation will use more memory, indeed. But since only bone transforms are stored, and not vertex positions for every frame (difference between alembic and skeletal anim), even a fairly long sequence with a lot of bones will end up using little amount of memory. The expensive part is…
hah looking good! I really like how you have interesting shapes for the houses, and their walls are not just straight, it makes for a cool stylized look! what I would suggest is applying that same mindset to the windows as well! make the bottom part a bit smaller than the top ( just like on the houses) , and also you can…
I was able to fix my own issue. This involved (in 3D-Coat's UV room) grabbing the section for the internal barrel, moving it away from the front grip UV islands into some open space, and then rearranging a few things to get it to fit nicely without any new overlap. I then applied the new UV to the model in 3D-Coat and was…
You might find some inspiration in this thread: https://polycount.com/discussion/205465/favorite-minimal-art-indie-games Visual styling often comes down to the simplification and exaggeration of various visual elements. I think you should focus on a more defined and readable silhouette if you really want this guy to fit in…
Thank you guys! :) I found the issue..and it turns out the program wasn't actually deleting my UV's so I could make new ones...So I re-installed and I have fixed the issue now. But I find another problem.... When I apply an image... like a head texture it doesn't show up in the UV editor and appears stretched and awkward…