I think the show really took off once Danny DeVito joined the cast in Season 2. And it's great to see how the character develop in a way. Throughout the season you can see Sweet D become more and more like the guys. Early on she was somewhat the voice of reason within the crew. But she totally changes through the 2nd and…
This is something we've been addressing with various free updates to Toolbag. As of today we have very good support for the engines you mention. Marmoset Toolbag 2 includes a UE4 preset material which supports the standard albedo/roughness and metalness maps, and uses GGX reflectivity. Click the presets dropdown in the…
Started out as the Splash Damage test, and I decided to expand on it a bit to make it a little scene. Congratulations to those artists out there that landed jobs before xmas in the London area. I remember reading about a polycounter that landed a job at Rocksteady working on the new Batman Arkham Asylum game...totally rad!…
Hi everyone, I am reading Polycount since a long while, but it’s my very first thread. :) I am struggling to have the lightmaps working properly in the 3DS Max viewport of a low poly environment I am working on. Every object of the scene has a Diffuse texture (UV set Channel 1) and a Lightmap texture (UV set Channel 2).…
Hello. We are looking for a new artist to bring on board for our new game - Skies Ablaze. We are looking for a long-term partnership with a new artist. The art you will be doing is expansive airship combat and airship fleets. We have many miniatures to use as references and you will have extensive creative direction. You…
Hey everyone. Some time ago i saw a technique to bake a 45 degree bevel on a normal trimsheet to fake the illusion of a bevel on a mesh with a hard edge. Im running into something similar, just that in this case i need to put a Edge wear which i made and put it on a mesh that has a weighted normal. So far i have mixed…
Hi! I don't quite understand your exact issue. Maybe a screenshot with the Painter ui and layer stack visible will make it more clear. Do you use 2 different texture sets? Or do you blend the two materials by a mask? If it's the latter, you should be able to blur the mask, paint on it, ... .
Happens to me once after a while. I found that if you go to a dark room and lie down for a while, you will feel that tensed headache starts draining away. So its computer and lights for me. I take 2 tylanols 250mgs and go to sleep for 2-4 hours. Also I have been meaning to buy a filter screen for my monitor when I buy new…
In the future you should orient UV islands so they're not at odd angles to prevent aliasing—they're also easier to work with. For a sword you would probably want to look at 2:1 texture ratios too, then you might not have to break the blade into 2 islands (which makes texturing harder and costs more vertices) Are you sure…
Oh that's good to know. Thanks for bringing that up. I've been making my masks with a Falloff map in Max, affected by the bump. But isolating erosion/etc. sounds like it might be helpful. How do you divide World Machine output into tiles? Like say I make a 8192^2 landscape, and want to output sixteen 1024^2 tiles. I'm…