Short introduction Hi! my name is Ryan Thomason-Jones, i'm a 20 year old environment artist from the UK. Been doing 3D for around 5 years now, just graduating from Staffordshire University! You can find my artstation here: https://www.artstation.com/ryanthomasonjones What are the aims of this project: * Create a sci-fi…
In terms of procedural generation, it never was meant to be a cure-all hence I said it's going to take DECADES to bring down costs. Perhaps I should have just said "improvement in tools and techniques" since that is what I was thinking when I said that. Basically - solving major problems and getting rid of bottle necks,…
Fight through it. It's a promising piece. The mian problem for me is the lack of lighting. You don't NEED to use lightmass for every test. Throw down some light shafts, some dappling on the floor. Fake it any way you need to in order to achieve good results. The DoF also feels heavy handed and doesn't really compliment the…
The only thing I consider a legit bug / performance drop from your video is the transform tool handle lowering fps - which is very weird; luckily the workarounds are simple - but the rest are of no significance (in the case of the menu dropdown speed) or not bugs at all (as in the case of the spinner fps reading). I cannot…
What anger you are talking about? Houdini doesn't have anything common with this. I'm looking from perspective of companies that have to deal with more than just Windows based stuff. So Max is no go for them, no matter which way you look at it or how many game companies are using it. And what extend it is? I know about…
Thanks for the replies guys, appreaciate it. i'm not really planning on cutting down polycount of these models honestly, i plan on reusing them later on and i'm also not planning to release this as a playable location of any sort. This was planned as a material for video anyway but i don't have time to pull this into this…
Is the polish work with the ground textures done with Lerp based vertex painting, or are you using a lot of decals? Or both? because DANG what a difference that makes! Also, with the corners on the pilasters from the shipyard, are those decals over a tiling texture, or are they part of the individual asset's texture?
lol, well, it takes NBC that long because they delay it for prime time. I'd like to see them implement something to stream extremely hi-res images quickly. Right now, it's a 14 minute communication delay. It still takes a while to get those images.
Quick WIP of the texture in Maya! Thoughts? Decals are looking a little flat, lots more to do before I start prettying it up with wear and tear. Might try adding a few more decals on the back sides of the weapon. Really liking it so far though.
This is done by using deferred decals or vertex painting to blend multiple materials. Here's a vid from my YT channel on deferred decals; https://www.youtube.com/watch?v=MyJaS-MF0OA&t=17s And here's one on Vertex painting from Tech Art Aid YT channel; https://www.youtube.com/watch?v=dghCetkArJI