^ you can change 9 to boards and solve the issue. ;) But that 1 to ten works, i had mine up somewhere but atm to lazy (or the 103. degress is frying my brain) to screenshot it again. I had a silhouette section a style collection (just a few representing the many) game art dump collections, and my technical was just…
miauu's Polyline is updated to version 1.3. Changelog: Now you to create the next point at desired distance in X or Y axis rotated at arbitrary angle. This way you will not enter the length of the segment, but the distance that the point will be moved in X or Y axis. For example if you want to use the command line and to…
No problem Nick :) I have a general question regarding FX maps. I created my own brick layout with quadrants and I'm sampling 18 brick shapes for it and I get some repeated bricks a lot, sometimes right next to each other. How can I tell the FX map to randomly rotate in only 180 degree steps rather than a random float…
Yeah the characters and animation are not really great but the environment is very great. https://www.3dtotal.com/interview/184-the-making-of-bet-shean-by-paul-hellard-animation-french#.UwcoAYVCN8E i found this article about this short and it seem that it used some 2D filters to generate that water colour etc... on the…
Don't use the edge split modifier for anything but actually splitting edges. Go to the vertex properties (aka "Data" tab or the one with the triangle icon on it) tab in the Properties editor and check Auto Smooth and set the angle to 180 degrees. This will have the same effect on your normals without actually splitting the…
Something to consider when using additional UV sets for material effects is that UE3/UDK bases the normal map calculations off of the base UV set only, at least to my knowledge. So any normalmap information that uses additional UVs will still use the rotation of the base UV set. In other words, anything other than the base…
It is not uncommon for art tests to be somewhat out of left field, unrelated to exactly what the studio is working on, as well as being focused on fundamentals without procedural tools. The past couple of art tests I have completed before taking my current position were a total 180 from what the studio was actually working…
Nice to hear you got your senses back, everyone has these awakening moments in their lives and we should be thankful if they happen. Here's an example of a highpoly fire hydrant with clean geometry (just googled it up as well): http://th01.deviantart.net/fs71/PRE/i/2010/180/b/5/Fire_Hydrant___Highpoly_by_JeremiahBigley.jpg…
I usually make a blinn (Why: It also allows you to use bump, diffuse and of course spec) then in "specular color" tab I create a texture node and load up the spec map. Then you can play around and adjust the specular roll off etc..I keep them normally around medium. Of course like everything else lighting should be final.…