I understand it perfectly. Someone thinks it's acceptable to sell five levels that contain no new assets, three of which are direct ports from the previous title without modification, for an additional 1/3rd the price of the product - then do it four times in one year. The gross revenue from Call of Duty map packs in the…
Hmm. That photoshop trick is interesting, but after doing some quick tests, it seems the issue(s) seen without "Blend RGB Colors Using Gamma" checked are only really very noteworthy if you're blending starkly different colors with a very soft brush. If I'm using a soft brush to blend anything, it's probably blending a…
Much better normal map. Creating an 100% accurate roughness is impossible unless you have real scanned data (like Quixel uses). But from what i have gathered from the megascans samples you get in DDO, bricks should have a median of around 29. To check this go to Window, then Histogram and choose luminosity in the channels…
@gnoop - this is what I've been asked to pass along: Q: What modifications must be made to a Megascans asset to permit reselling? A: Is the target customer an isolated client, or an online marketplace? Marketplace: - Surfaces: Content must be predominantly made from original non-Megascans source material. (Example: a…
Here's an update. I brought the assets into Unity. I'd like to aim for a Dead Trigger 2 level of quality. Looks like a very high res PS2 game with nice AA, some normals and special effects like reflections, etc. I can't seem to get lightmapping to work. I brought the entire project into Unity as one asset. Might that have…
There's a big thread with stories - they usually contain a little more background though. link I kind of did the same thing, I applied at Mythic and didn't hear anything so I googled their address & got the office number. I called and was forwarded to the hiring manager who said he hadn't gotten to my application yet but…
Yeah sure. I'll post what I have time to tonight. :) The high poly is just the basic form though as I do all of the little details on the norm in Photoshop or Substance Painter afterwards. This was the original concept I drew, as you can see the turret changed quite a bit once I began modelling. This was the high poly when…
Kdm3d: I am using the different texture coordinates to put extra details on the tree. I have the tileable bark texture thats used on the trunk and branches. I have another texture page containing a few tree knot details that I want to use to break up the plane bark texture on the trunk, but since i want those in specific…
Well as I said, VDMs uses the point (or vertex) data from a mesh, both the height and more importantly the direction of the point vectors to create its data. UVs don't really have anything to with this. Sure, it's true that UVs can (and are) used for storing and displaying that data in a map file, it's really the…
The scene itself seems ok. the main thing that stands out to me that you could work on in future pieces is your Diffuse & Normal maps. Primarily for the rocks Diffuse: Most of your small details should be contained in the diffuse any additional details (up close) you could use a detail normal map. I would go a little…