If you draw the vanishing lines from the 3d plane or from the grid they should reach the same point, since they're parallel (in theory). I tried to do the same and failed as well. Then I tried to do it directly in the 3D software (using edge extrusions as if drawing lines on the canvas), the same methodology of…
Look at this thread: http://polycount.com/discussion/187512/recently-hired-in-aaa-show-us-your-portfolio Even if none of the art from Nintendo, SEGA etc don't officially exist on Artstation, why not be the first to do it? You don't have to wait on these companies to tell you what to do. Be the first to take iniatiave and…
Oh, those aren't the textures. Those are the maps. I was using 256x256 textures, so I also tried just tiling them into 8192x8192 textures, but the stretching is still there. Viewport texture resolution is directly connected to Quicksilver? That's just bad. Let me change it. Alright, even after increasing the resolution of…
Stingray PBS is a sub-set of nodes for ShaderFX internally. The reason they were separated was that the Stingray PBS material can contain only nodes that were supported by the Stingray game engine and its unique material. I personally also felt that ShaderFX was too complicated for a lot of artists and felt that having a…
This is actually not for final thesis but for current semester project. We have to deliver 3 short animations(webisodes) ~ 30 seconds each. Not much time to produce, so we tried to not make things to complicated. The Knight is actual 3d as he is performing the most sophisticated moves. All other Characters either animated…
I feel like I've gotten much older now that the only games that excite me are the ones that offer something different whereas when I was younger, I would hype up any new title. The push into learning game art has made me cynical about graphics. Lots of polygons and detailed lighting is great, but like you said, if it's…
Yes, I saw that movie, couple of times actually :) Great inspiration for me. I'll be using Unity5 and terrain will be sliced to more areas so I can manage it better (due Unity terrain being total shit) in terms of pixel error. Plan is to use replacement shaders with tessellation and POM with couple of special maps to keep…
I am not an expert, but if it was me, I'll put the roofs parts and the white walls to an UV project, the wood parts in an other one and finaly all the details and the transparant ones in a last uv. That may sound simple, but I found that way more adaptable and it offer more space in the uvs project to get more pixels for…
Thanks,rube.Its actually for an animation and not a game. I think this best explains what I am trying out. [ame=" https://www.youtube.com/watch?v=UMmaFFWtQw4"]Tomb Raider Chronicles Cutscenes Part 2 - YouTube[/ame] They are the ingame cutscenes from Tombraider chronicles(ahhh..the memories).As u can see the the facial…
You can enable pixel snapping. And You can lay out your texture sheet so the borders are at known locations and you can type in uv positions If you're painting by hand then simply pick the values off a bake. Any standard method of overlaying normals will work. I've got substance tools set up so I can build panels of any…