Experience depends on what I am using the mentor for. I don't think they necessarily need ten years experience in AAA if getting job there isn't my goal. If their art is good, it's good. Main thing important to me is earnestness, strong communication, and that mentor teaches by example. I used Georgian Avasilcuties…
So your single mesh can reference more that one UV/Texture set. For example, "Army guy" (humanoid with soldiers gear) can be split up into a texture set for skin and a set for gear, or everything can go onto one texture set. if you're targeting a lower spec system you may want to put everything onto one texture for reduced…
I can say from character experience in experimenting with this about a year ago. It really is not a BAD approach to working. Take for example POV arms (first person arms) for a shooter. You could definitely have a fully uniformed/clothed arm and have it decimated for sure. Though you might wonder where do we draw the line…
Thank you for your interest. Overview - 2D Concept artist - Freelance - long-term, low/mid frequency work My name is Kevin and I founded a startup called Crowbox to work fulltime on my first own video game project, felt unchallanged by the industry-work I experienced. Some prologue first I had this idea of a game some…
VR standalone is pretty much in PS2-3 era of optimization. Number one reason of VR performance hit are the badly handled UI and Code. 100+ individual UI textures being called instead of atlased for example. As for 4k 8k, general guide is 2k for 3rd person and 4k for FPS. It gets interesting depending on company workflow…
I Have some suggestions: - Patterns type 1: Patterns like layer styles (can be used for "details" effects within the alphas that are generated by Ddo. For example a custom grunge or scratch texture used as a fill for the Ddo detail. I believe these are being implemented in an upcoming version. - Patterns type 2: (Patterns…
I was thinking for about specuar maps and it occurred to me that use a texture could in some ways interefere with the specular look. For example a spec map would be used to make sure for example the beard line is not shiny (for a simple example) the cheeks nose etc would be normally be slightly shiny. Now using a texture ,…
Hello Polycount Community Version 1.0.2 is on its way ! This is a small update, but you'll be able to say hello to our new little Unity friend inside an example scene included in the package. Game Shaders 1 - Dota 2 In this example you'll be able to take a look at a basic material setup and understand how to build…
A scene like this should be fairly simple to convert into modular assets. I would start by literally removing any geometry that is similar to any other piece. It also depends on how far you want to push the modularity, for example that centre piece (can't remember its name for the life of me) could be made up of 1 piece…
well if you're going to thread-watch, then you get the consequences. yes, as i just said, i think you need to go back to thumbnails now. i posted my thumbnail example for a reason--compare them to your thumbnails from the first page of this thread. we're not talking silhouettes. silhouette thumbnailing is well and good,…