*Not a recruiting thread* I'm an indie game dev; a one-man show. I have only basic 3D modeling skills so I want the production art (3D and UI) to be done properly by someone who calls themselves an artist. I already posted in a number of forums that I am recruiting but from every single portfolio I looked so far, I am…
Hey Everyone, I posted here a while back and got a few really good artists to join the project so I thought I would post again. This time around I only need a good 3D animator though. Depths of Peril is a fantasy action RPG that in some ways is similar to other games in the genre (Diablo, Titan Quest, etc.) in that it's an…
The thing with ACES is not that much standard yet actually. Not in gamedev at least. Rather sRGB still is . That small "s" is for "standard". And Aces itself has different implementations. An amazing thing is that when you look at Unreal page about ACES tone-mapper you instantly see how wrong it is .…
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So for the past few days I've been doing some experiments with Maya and seeing the best approach to Normal maps and how they exactly work. I've read: * You're making me hard. Making sense of hard edges, uvs, normal maps and vertex counts * Understanding averaged normals and ray projection/Who put waviness in my normal map?…