Senior artist is the one who likes to fill their day with silly responsibilities like: attending meetings mentoring junior artists communicating with other teams setting an example writing docs
I wonder if theres a defamation law suit in this. the guy's arguments are clearly unfounded and damaging our industry. Surely EA for example, could slap him with a massive lawsuit... right?
CafePress is pretty shitty quality. They were just an example of the type of service I wanted opinions on. I think we'd have them professionally printed if we do them.
I've tried something like this In UE3 already. It should be perfectly possible. The example I made looked pretty good but had some issues that became apparent on closer inspection.
Hi! Hard edges, soft edges? Best read up here: Making sense of hard edges, uvs, normal maps and vertex counts Wiki contains more info generally. Smooth shading works as well, but because of the gradients in shading the normal map has to compensate more (gradients in the normal map). If the lowpoly is smooth shaded and is…
Hi! I think currently the scene is swallowed by the fog which reduces readability/composition. Adjusting the lighting so the gate gets captured better would also help the readability, especially the warm lights. You have some cold light complementing those, I think that's good. I understand that you want to have simple…
There's a good example of how to do a shoulder rig with armor here: https://polycount.com/discussion/200175/rigging-a-spaulder-an-easy-way-a-simple-way-to-rig-shoulder-armor
Hi As you can see in this video the auther shows absolutely vertical orientation of gradient map but it's obvious that it is needed to use different angles - for example 57 degree and so on How to do it?? https://www.youtube.com/watch?v=V_hgmFeEMPE Thanks
Hello, I wanted to know if you apply for an AAA Studio for example Ubisoft if its a plus if you already created Games on your own (Indie Game) i would be happy if someone would answer that
Just wondering, do anyone know where does the uv scaling value comes from? the mesh itself? I haven't seen an example where this toggle affects anything: In the shader profile: In the shader: