its always good to take stock of these things. i assume most people who are trying to make it with art have been at it since birth and feel they have no other way to go. you have to dedicate your life to it to get anywhere. if that seems like to much its not for you. looking at the long term things change a bit. 1) Don't…
Hi Cody! Yeah no can do we need to bake to seperate maps as it's the whole world we are baking and there are material breaks all over the place. Mental gay's edge padding is not good. We evaluated turtle and found the problem did not exist turtle but it was too late at that point and integrating turtle would take to long…
Here's something that's called an Amalanhig. It's very close to what most of you know as a zombie. But this guy, based on who's telling and from where, does a bunch of weird, mystical things that make them a very bad omen.
Question: do other companies care to make sports games based on current teams and stats? i mean, how much can you evolve with that? same shit, different numbers. in that perspective, let 'em have it and rot.
Hey guys, I've been chipping away at a solo game project of mine since November. I've been doing a lot of game logic all this while and only got to asset creation last week. I tried making a cloud mesh using the world displacement and messing around with SSS and translucency. This is what I got so far. What do you guys…
I really like it! Nice work. Crits: - You choose to float some details over the surface, like the vent on the side and the boxes on top? In general that leads to wasted space on the UV's (the dark boxes on in the middle/top of your first texture sheet?). Most of the time a few more polys to connect those pieces won't cause…
Hello there!!!! I put this thread up a while ago and reasons of caner i was not able to go through the messages! So i want to but this up again cos one would like to get the ball rolling I would like to put together a small group of like minded modellers to work on a small game! Not to build big but beautifal :-). ITS JUST…
Hello everyone! We are very happy to announce a major Amplify Motion update. In version 1.6.0 we added a new GPU path for skin deformation that greatly increased the performance of Skinned characters across all platforms; solid non-skinned asset performance has also been greatly increased. New HDR support assures…
Cant understand what u r saying exactly but u can first scuplt ur rock in zbrush and then retopo it and then bake normal from high to low that way u get good looking rocks with a low polycount and clean geommetry.
What's the problem? There are some small baking issues along the bottom, but otherwise seems fine. Did you want for the silhouette along the bottom to not be so straight? If so, you can probably bake a few individual rope strands as separate cylinders and place them around, similar as using hair cards. But low poly usually…