Ah ha! I remember having these arguments all day long when I was going to school. I actually went to a liberal arts college and ended up majoring in painting and drawing. So I didn't really get the kind of "art school" experience that people who went to a more focused school did, but I don't regret it. Anyway back to the…
:) Thanks for the input guys. There is currently 1 texture sampler call for the noise permutation array. I had it in code.. but with it there it took over 3300 instructions. If I can get this working in a light enough state the applications are near limitless to adding subtle realism to our worlds. Other people have done…
Saw it last night. Quite enjoyable. Tons of things which annoyed me. *** SPOILERS *** One thing the old Indy movies always had was some kinda of secret society or cult - some mysterious guys would appear early in the movie and leave us wondering who they were, until later when it's revealed. They did that in this movie…
Is that a Fog of System You got there? Dev Update #11 Character Modeling Clara worked on the basic infected and took a few weeks off animation to help catch us up on some character modeling that has fallen behind. Andrew Smith was a recent hire and got started on his task of being in-charge of all player customization…
Anybody can teach, but to be a good teacher -- that's something special. Like anything else, you have to really care about what you are doing, and strive to be the best at it. I think OP asking their prospective students what challenges them is a sign that OP is serious about becoming a great teacher. Sometimes the way…
Update #3- (WIP) Test Renders for Texturing on Vintage Clock Hello Viewers, I managed to put a few hours into uv mapping,baking and texturing. Uv mapping in Maya. Baking and texturing in Substance Painter. I am just going to show of some test renders as I ran out of time to finish texturing the clock yesterday when I…
Well, much has gone on in life, conscription has been really draining but I've been trying to work on this little by little in spare time. I don't think anyone still follows this thread at this point but I'll put up some stuff for posterity. I've managed to retopo the sculpt, unwrap the UVs, work on hair cards and begin…
@bkost Hey apologies for not seeing your response earlier! I really enjoy the HairTG tool, I had no Substance designer experience and I felt like it was fairly easy to mess around with, the hair tile generator requires a little more effort but it's not too bad. The tool makes it pretty simple to mess around with all of the…
hi .. i registered just to post this message (as the first ;) ) ... this looks totally aweome .. but imho it does not reflect faithfully the ss2 athmospere .. looks like other game as i said in your youtube "shodan revealed" video ... seems too much "mechanical" or "transformer" coming from physical world than "virtual" or…
A tilable texture atlas with overlapping UVs would be the most efficient and impressive method to use with environment art - such as your building. The more assets that share the same texture the more a game engine (and your graphics card) will love you. It's not always necessary, but it's one of those things that doesn't…