Nostradamus: cheers! Chief benefit to me: it's visual. From an art background, I just understand things so much better when I see them laid out- some examples: you can clearly see the connections between things, and how the 'flow' of code works- especially when you view the graph at runtime any logic being called has a…
What is your renderer ? Your images are really dark, especially the ground and it looks like the house is floating in space in your first renders. Even by night there should be some ambient lighting. I like the style you're going for, reminds me of this : https://www.artstation.com/artwork/yE023 However, in terms of style,…
No, make a better video that provides relevant examples or just remove the video and keep the text like most other universities. All she says is the course is great, you get taught all the latest stuff, the place is great, etc. Those are generic statements that anyone can say about anything. I feel the same about most…
naw, you're right. (just for clarification, when I said decal I meant a decal plane that hovers over a surface, never ruled out a blend shader) i've been leaning that way for a few days now. i'd wanted to give some vertex painting stuff a shot, but I can't think of how I'd get the nice directional details you see in the…
my first crit is for you to leave the critiques to us. we will tell you when it is crap; it's a very bad habit for an artist to be self-depracating about his own work before anyone else has had a chance to say anything about it. doing so begs the question: if you know it is crap, why are you posting it? you know that, for…
If 2D gameplay is fine, you might consider the Scrolling Game Development Kit. (version 2.0) This is a fairly light-weight suite of game development tools focused on simpler 2D titles. It is great for platformers, and can be used for puzzle games as well. It has a visual IDE for editing and sprite / scene management, and…
It actually depends on what your target is. This concept art is from a videogame, and given the size of the object it would never require that many texture sets, even if it was a hero prop game asset. If it was for a vfx it might be acceptable for very high detailed closeups. As a game prop I would imagine the lead to ask…
One option is to use a class, and to make myslider a member variable of that class. You can find a similar example of that in the Generate Primitives example in Toolbag, but here's an example: import mset class MyPlugin: window = mset.UIWindow("My Plugin") slider = None def sliderChangeCallback(self):…
Thanks for the sleuthing. I'll see what we can do. On a related note, the forum software we use has made a change to their underlying system, now it will not show any image embeds if they use http: URLs. Some of our older threads now have missing images :( For example, the images here are all…
As has already been mentioned: the big thing is to try and limit the amount of distortion in the unwraps. Rounded or spherical shapes will likely require a lot of seams for the physical material to sit correctly when it's stitched together. It may be worth looking at examples of boot patterns to get a basic idea of the…