Hello! I'm VFX student working on a dissertation (in fact the deadline is this Friday!). I'm researching texturing software and I need some opinions on Quixel DDO - I'm asking here because almost nobody I know has used it! The survey asks about other software as well - I'm mostly interested in Quixel DDO but of course if…
I usually use the tool:preview subpalette to check the overall scale (if it fits nicely within the window, you're good). If you have a lot of subtools, you can scale one down using the size deform and then use the Repeat to Others button.
What does a texture sheet and UVs look like for these assets? Curious how much UV reuse. And what about the bottom? Are these going to be rigged with physics, and thus tumble-able in-game? The bottom could conceivably use lower texel density, or reuse the same texture as the top, etc. Also, are you baking an ambient…
Like mentioned, studying/observation and practice is the key to improvement (I'll read "AAA" as "high quality"). Also asking for help if you're stuck, so good on you. I think the rough aesthetic is already there, but many elements look like guesswork or a bit random. One thing that stands out immediately is the wobbly…
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…
Hey all, I manage a private Discord server called 3D Fast Track, and we are opening our doors to the public for a limited time! Here's the shtick: Extra: Here are some artists of 3DFT who went from newbie to pro in just a few months: * Bench Grinder by Parth Naik * EM7000 Cafe Series by Curtis Norton * Old-Fashioned Hammer…
http://videogameartist.wordpress.com/2011/07/07/you-suck-at-picking-colors-tips-on-getting-better-colors-into-your-games/ Started a new blog to go along with the classes I am teaching. Enjoy. Pretty basic stuff but I am teaching first year students. Here is a bit harder core stuff for developers talking about playtesting.…
You have this idea in your head of what the perfect piece is, you've seen amazing art and you ask "why am I not there yet?"... If that is how you think and feel then, no, you WILL NEVER catch up. Because there will always be a piece that you are envious of, or a critical eye cast to your own work. Think about it. If you…
I'm on my phone right now but you can find distance field AO on their site. There is also Voxel GI (but that requires a ton of GPU power). I never saw the need for AO maps after that provided you want to build a game with those specs. For games built with Xbox one or mobile phones in mind then it's out of the question.