Krita doesn't dither by default. I recommend working with 16 bits integer at all times within Krita for normal maps and using your engine to do the conversion to 8-bit. That way, the color management doesn't mess with the normal data. If you need to add some dithering on top of your normal map to break up banding that…
All rights to the S.T.A.L.K.E.R. and X-Ray Engine belong to GSC Game World. Hello. My name is Artem Osadchyi, and I am a Technical Artist. I would like to showcase the developments on the S2UE project that I worked on in early 2023. Additional Information: * Procedural materials created using Substance Designer and…
Schell Games is a highly talented group of artists, programmers, producers, and game designers led by game industry veteran Jesse Schell. We're the largest full-service education and entertainment game development company in the United States. Since 2002, we've worked with world-class clients and partners to create…
Yea, i'm a neat freak, so i didn't know what to do with the sword. I got alot of work to fo on the joints to make it more deformable. I was kinda lazy there...I did however reshape the body a little bit, and while im waiting for my head refs, I will finish up the body. Take a look:…
Day 128 of 360-days of art: 🔰 I watched two tutorials by KavuCreatives, experimenting with various colour combinations for the design. 🔰 I learned about the duplicate tool and the expand appearance tool. I gained a better understanding of the expand tool and pathfinder tool.
Thanks for all the advice! After reading it, in addition to the EQ's thread on hard edged seams vs smooth seams, I have decided to redo my model smoothing and UVs. To summarize (correct me if I misunderstood something): - I'll have UV seams on every single edge I want to be hard - I'll have no smoothing on every edge I…
Hey Nielsen I was able to get the particles to start swirling, it just requires some further tweaks to the values in both attractors. Let me just explain it a bit so that you can get yours going: 1. Start with a basic particle emitter. I deleted the velocity on mine but you can keep it if you want to affect those…
I would use a simple approach. Basically all you have to do is : ( 1 - glossiness ) * numofmipmaps. In my case it's 7. My setup : If your are using phong or blinn you might want to multiply your glossiness by 128 in order to get a range of 0 - 1 to avoid value like 180 or 200. But with a cook torrance or a spherical…
EDIT: SOLVED (15 June 2015) So while waiting for a response, I have since fixed my issues, here is what I did... I realised my java installation might have been messed up, so I tried reinstalling it, the online java verification tool gave an error. I restarted my pc and did a couple of windows updates. When it restarted…