Hello We are still looking for 1-2 more animators- please read title- must be based in USA, have 2 yrs exp AND a demo re showing good animation skills. We won’t respond to submissions that don't meet these requirements. We are Limited Slip, an Art/Animation Services group cratering to games, digital media and more for over…
It really depends on the game your playing. I would argue that an environment could have average composition and art but still be the best thing since sliced bread. You ask the question of what makes a great game environment, but seem to focus on it as an artistic question. Art will play a key roll in the success of a game…
1) I'm not so sure I like your attitude. 2) What happens if you make your cut in reverse, start at the edge and work your way to the vert. 3) What happens if you make a cut into the face of the poly and then cut into the edge, if it works you can remove the extra vert in the face. There is some sort of snaps going on when…
Hi there, I came across your thread by chance and thought I could offer my thoughts on this matter. Don't take this too personally, but here's what I reckon you could do to improve. Presentation: good overall, can't fault it. Text size on the About page seems a little small. Maybe you could increase it a little. Otherwise,…
I read on unity manual that you could store information on the alpha channel to set the transparency value of a texture so you can have both opaque an transparency in one texture, but i am not able to make it work. This one is from unity, the left side is using transparency, and the right is using cutout. I don't get why…
Hi, I'm currently trying to create wires for overhead lines for an electric tram. There will be over 4,000 of these OHLs and I was thinking of using helpers for the contact points of the wires (4 wires each) and then attaching the vertices using the helpers and a spline. To Note: The levels will change where these are…
Three high level points : - If the model was triangulated for baking, then make sure that you send the exact same triangulated model to Substance. Otherwise you are taking two consecutive blind bets about your meshing (export out, and import in). - The way the model shades inside Substance is of no importance anyways. This…
Hey, as far as I am aware Maya's tangent space has not changed. The way Maya calculates normals changed I think (it now defaults to face weighted), but that shouldn't affect the tangent space. To get the best results when baking, you're going to want to make sure the mesh is triangulated before exporting to Toolbag. In…
Hi! I was quite busy and skipped the lowpoly, baking and texturing process publishing here. But in any way these were a bit technical and boring stuff. I'm almost ready to publish the final result. But today I'd like to share one nice technique I used for making the leather under the straps look like it was sculpted even…
lowpoly meshes are something entirely different, and i agree you should triangulate them, but quad only for lowpoly makes even less sense than for highpoly, as in engine all will be tris. don't make it a rule! 5sides ngons can work great or can be horrible. Any N-Sided polygon with more than 5 sides can easily be cleaned…