I just finished my junior year at a liberal arts college while majoring in Art & Film, and I've come to the awful realization that I basically have next to nothing to show for it. Although my school's name definitely has clout, I've also realized that in the art world -- and specifically the animation/gaming world where I…
Hello. I wish to present you my second game art project in my first thread on Polycount so... welcome. :) A Slag is my second monster inspired of ROSE Online Game and not last one which I will do. Some of rules and restrictions I took from Dominance War challenge. Because one of rules is obligatory pedestal in scene, so I…
Minding my own business working on an asset when I encountered an issue and here we are with a tutorial. Most of it is part of old Polycount but some fresh take. Full version here: https://www.artstation.com/artwork/rlGqrE Its 2025 we have nanite, AI, lots of procedural tools and fancy features yet I keep seeing students,…
Yeah to a certain extent. I mean the game journalist like to fuel those flames as it earns them a ton of ratings. Though while I get annoyed at the average gamer I really blame the journalists. It's not the gamers job to understand the industry and report on it. The journalists are actually tasked with giving the average…
An odd one to ask for sure but was wondering as i thought i read on pc that we could use alternative sizes for the maps we use? Like can i have a 2048 Normal map and have all other maps be 1024? ^Pretty much that can we get away with this in an actual game engine? Of-course i can on marmoset and other things such as this…
Its very primitive, but I am trying to give a more updated touch , its normal maps and stuff had just been implemented and is not very advanced, themaximum number of texture size is 1024 and there is a limit in dimension of objects, so I am trying to make a superbig mountain but I do not want to use a single 1024 texture…
ok doing a bit more work thanks for some of that help with the new way to uv unwarp hard edge things, some things still had to unwrap the normal way, also the more zoomed in shot is what I plan on doing to show off the character when rendering, with him in a basic idle particles coming from his back and having him spin on…
Hi Guys Just updated my Photoshop CC to the latest 2014 version. After that NDO created normal layers do not show up at all. The overall layer structure & base coloring looks the same as before. Tested with a simple document created in CS6, and here Quixel Suite 1.1 NDO behaved as intended. The same documene & same Quixel…
Textures for a game with that kind of poly count would definitely be 2048 for diffuse, if you can get away with it try and go for 1024 normal and 1024 spec. Spec should have all RGB colours, and a glossyness in the A channel. Some of the mods for RaceOn and GTR Evo, etc (basically all GMotor2) have three x 1024 maps…