Hi everyone, I’m trying to recreate this kind of anime coloring/shading style from One Piece (image attached). What I’m specifically trying to achieve: * Strong cel shading with soft transitions in some areas (like the face and hair) * Intense glow/red eye effect * Clean but dynamic highlights in hair (not overly…
It’s good you mentioned this specific example. Objects can be setup to share UV space specifically so they can reuse the same material. This optimizes the rendering speed, by reducing draw calls. However, anything using transparency is usually separated from things without, and uses a dedicated material. This is because…
@Gamer_Alien; As I said earlier, your dota 2 player approach is flawed because item votes aren't only voted by how good they are, but how popular the hero that such item is made for. Simple examples are a good Drow/Lina item will easily beat an amazing Enchantress item any day (that example might not be correct but just as…
I might not be a expert on this but I disagree. Intersecting geometry should be generally avoided. The gif example is actually just very badly build (sorry poop ). You need to build it like a 'X' but with the side that gets compressed more a bit bigger. It also needs ~10% weight on the vertexes on opposide side of the bone…
I've had a bit of time to start playing around with normal maps again. Full disclosure, I run the Surface Mimic site, but I'd appreciate some help gauging the usefulness of matched color and normal maps, maybe even ones that tile. Normal maps are excellent for some surfaces that displacement maps can't easily handle. These…
Hello there! We are looking for 1-2 new scene artists to help us produce content for our D&D / Fantasy monthly content we put out to our subscribers Timeline for each piece will be between 2-3 weeks (quicker if you can!) A certain level is required and they will need to be kept in line with the current style we have from…
I guess it depends on the studio and on the project. I've had a few different situations. Sometimes its just a matter of here's the concept and budget (tri count, texture sizes etc) and examples of already completed assets, you just get on with it and when you're done show the lead artist / art director. Sometimes I end up…
Well the historical helmets,the surviving examples at least were designed for the most part fort protection and most embellishments were mostly on the surface and didn't give the person wearing the armor a disadvantage. For example the helmet made for the Hound Set,has that distinct coned front,because at the angle it was…
How/what software was used to create PBR textures in the 2000s? For example, Iron Man. The reflective metal is something I've always been curious on how it was done for the time period. Another example is the older GTA's and Half-Life's. How do these textures look so real on the colormap alone?
d1ver: Well, thanks for writing this up, it mostly seems correct to me. However as many have said, it's very long-winded and I don't think it has to be. For example you linked Guillaume Provost's "beautiful yet friendly" articles - note that they actually tell an artist the exact same info that you spent about 4 paragraphs…