Hey, Trying to find something, someone posted in PnP awhile back; if I still remember it my guess is it was posted this year. It was low poly human characters that could have been for something like a mobile sim game. Texturing was in an almost pixel art style. I think they may have posted an environment as well and a…
Hey Polycounters, I'm to give a presentation about face weighted normals and the so-called "medium-poly workflow". I've already gained a quite good understanding of the workflow thanks to Ready at Dawn's the Order Environment tech talks and all of the great threads here in Polycount. I see the possibilities of the workflow…
Hello, I'm not sure if someone ever hear about Steganography. Basically this is technique how to encrypt secret messages to a image and later decrypt by master key. Why this? I got an idea that could be interesting way how to pack another textures to the RGB channels (albedo) instead of using alpha or another extra…
I've been trying to track down the cause of this issue but have not had any luck. If I find someone with a similar issue on the Unity forums nobody seems to have found a solution for it. After my light bake, I get this pixelated edge that can be seen only at certain angles and it doesn't matter how close/far the camera is…
1. You can get screenspace reflections within marmoset, but as far as I know, not within marmoset viewer. See the screenshot; you're looking for "Local Reflections". You'll have to make sure the viewport is set to a high-enough quality, or they may not show up. 2. You'll need to add a light! You can add a light by clicking…
In a production setting on a game with a relatively minimal art style (i.e. Not uncharted) We usually allow 2 days for basic stuff like brick walls. Something more complex like a woodland floor could take a week. They tend to be 4metre tiles authored at 10 pixels/cm. We don't generally put much in the way of wear or dirt…
@EarthQuake totally agree. Im just trying to understand more on a technical level how everything breaks down so I could give a shot at making something similar. Any chance anyone's seen a UE4 tutorial with a similar visual style? @Ged what is the difference in a PBR versus diffuse setup? I am under the impression that…
saw it today :) For me THE movie of 2012. I grew up with games like Tapper - all in it's CGA glory on my dad's IBM PC XT. I loved all the small details - the jerky movements of the 8-bit characters, the pixelated dirt on the character's clothing all the way to the 8-bit/16-bit hommage credits. I'm so waiting for the…
This is very cute, I remember seeing this a while back when I first got my butt back into posting on Polycount. - I'd say tone down the refraction from the heat particle effects... it's really distracting and causing way too much distortion. - somewhat texture stretching on the wooden structure on the right at the…