phew, finally. After much debate with a friend of mine he talked me into going back in and roughing up the model. I was going for a generic unit that could be used in game, but his perspective was that if I was making this for the purpose of putting in my portfolio/Demo reel then I should give him character, make him stand…
I think you're approaching the problem in a way that makes it more difficult than it needs to be. you can get away without doing anything custom in these simple examples I generate a random luminance per cell (you could do this with flood fill or any of the tile nodes) apply a curve/level/histogram scan - all of these…
Polycount University Challenge #1 - Opposing Genres About Polycount University: A few months back, a Polycount University was set up on Skype between contributing members of Polycount. We started to use Skype as a Global Chat for members who wanted to be apart of this. Essentially, the idea behind it is that members from…
UVs for game art is actually not just about cramming things into a single sheet ; it is also and just as importantly about : - Making the UVs human-readable so that another artist can take care of the texturing (even if the texturing is driven by masks). Meaning, orienting the islands the right way up and grouping parts in…
I'll simply answer in here and not in the Kiki thread as I assume MBauer17 won't mind. I think there might have been some confusion regarding the various AI tools used. As I understand it, there is Promethean for content management / assisted set dressing*, the Feedback/Inspiration tool, and then whatever tool(s) was/were…
For basic sculpted detail in your example, a simple rectangle shape is needed. General guides not hard rules. * Only add extra edges / tris when you have form change or want to keep the curvature of surface smooth to match with high poly curvature. As you have noticed too many small tris by pro artists, those usually are…
Any UV island you don't want to bake you can temporally move to a different UV tile (usually to the right, perhaps down or to the left if you're using UDIMs). You could do it permanently as well, but it might be slightly less efficient:…