I'm curious to hear peoples ideas on how to approach windows for shops/bars/cafe's etc in street scenes for example. Specifically for buildings that won't be entered by the player, but may be viewed up close. Looking at examples in games I've played, it seems the common approach is either an image straight onto the window…
Years ago I loved that cool 3d max plugin but since they inserted it inside , I no more able to use it. Kind of example of "better is enemy of good" Slow, hardly interactive, over complicated and too low level for an artist with a lot of puzzles and choices irrelevant to art tasks. In a word I'd like to find an alternative…
That's really a shame because I think Ai could be very helpful . I am using Designer to generate cracks , dried streams etc but it takes days to lose that instantly blobs based procedural look there tweaking sliders . Would be so happy some ai would just generate something like a stream on a sand from a yesterdays rain…
Thanks. But back to my question -- lets say I couldn't contact you buy you had some images you've created that are perfect examples of a point I am trying to make. Would you care I had used it? I mean, you've posted them to a public forum and no money is being made, so I reckon its technically "okay". But morally, and…
For those example props, I'd say 100 - 1000 dollars is about right, depending on volume of work. A single elaborate fountain might be close to 1k$, but with a contract to do 20 or so of them, 500$ per elaborate asset might be fine, since there would be some reuse of decorative bits and there would be a streamlined…
Yea i saw the lighting examples, although i'm unsure how i'd go about doing that? If i go any darker, there will be pure black in the texture, and if i go any lighter, there won't be enough tonal variation to make the glowing lava parts stand out... I overlayed a white gradient starting at the face which faded to dark…
I mention bevel shader in my breakdown and since there is this excellent technical article about it I thought I'd link it here as well. Might be handy for people who are not familiar with it but want to see the pros and cons and how it works. :) Small side note, bevel shader is not something "new", it has been around for…
Yeah there's the sculpting tool and also another one that is part of the poly modelling toolset. In Maya it's called the Edit Mesh : Average Vertices tool. Yeah that's what I was thinking: manipulate the shading after you are happy with the geometry as such but perhaps still need to get rid of little visual glitches. I can…
It's all context-dependent, something you learn best by doing. My advice is to try forcing yourself to stick to a lower resolution, and fix the problems you see. You will learn how to minimize repetitive features in a texture that is tiled. You will also learn how to leverage vertex blending and other techniques like…
Amazing project (watched your YT vid as well) so cheers for sharing and also congrats, no doubt looks as though was a ton of work involved :+1: I particularly like the cloth sim'd objects especially those creased folds or wrinkled cloth they're quite realistic, for example on what appears to be a TOPP or MOPP suit? If so,…