Think I'm done with textures for now. Again, tried to stick to the Dragon Quest style as closely as possible. Textures are mostly pretty uniform, with not too much wear and tear. The biggest challenge were the metal pieces, specifically his pauldron and sword. In Dragon Quest XI, there is pretty much no edge wear at all on…
One of the problems with this industry is tons of people seem to have this huge sense of entitlement as well as massive egos. "why should I do this when I am getting laid off?!" well they are still paying you, and generally your employer tells you what to do while at work...so if you are being paid for the next few weeks…
I would say rushing through it is the worst thing you can do. I would take it as you would any other project and not get anxious or nervous just because it's an art test. I had never done an art test until about 5 months ago and then did about 5 in the course of the last few months. I just worked on it as I would any…
Looking at the Mental Ray shader setup shown briefly in the Softimage video, it's really not even painting the Threshold like I initially thought. There's an incidence node supplying some basic grayscale information based on the location of existing scene lights (lit areas will be white while shaded areas will be black).…
Thanks, to be honest with you I have some ideas about negative space, but none of them seem strong enough. One would be to show some opposite mountain chain in the background. I think I can achieve that with a custom skydome maybe. synergy11: three tiling textures (4 with the older brick texture but it shares the same…
But this would be a real world "solution" and so one can understanf whats possible and so might be able "to read" the concept.. (Maybe i understood this incorrectly (non-native-english ) but of course i didn't meant it harsh :wink: ) Another example for such possible probblem is: "blueprints".. I always have some which do…
We hire non-Canadians all the time. There has to be a certain number of Canadians working at Ubi but there are,... When they hire you, Ubi has to prove to Immigration that no Canadian with your skillset was able to be found and that they have done thorough searching for Canadian resources prior to your hiring.... HR told…
As far as I understand it... Alpha-tested stuff can usually get rendered on the same pass as the rest of the solid geometry, so it sorts fine and it's cheap to render. Blended alpha has to be rendered in a second pass, ontop of the solid geo pass. Then there's oddities with the sorting order of the blended alpha polygons…
I happen to use Artomatix before they did this shadow removing node. I couldn't say how good it is. but from what i see in this page it looks rather like selecting shadows and then play content aware fill within selection . You could perfectly recreate same process in Photoshop or Affinity Photo. Artomatix looks like doing…
I guess Substrate is the solution for having metal partially blended with non-metalic surfaces like dirt and paint without the problems the metalness workflow had with such blended materials? But what workflow and export settings would you use for Substance painter > UE5 substrate to get the correct effect?