She's not talking about game art in particular, but just "visual arts" as a whole. She's an instructor, not your next boss, a boss will interview you and get the "rest of the story"
I'm going to model my first motorcycle and plan to use normal maps. Here are my questions: 1. what kind of low poly mesh is good for normal map? Can I have triangles? I think once I go for higher polys, triangles might have issues for smoothing and subdivide. 2. once I generate the normal map, what kind of layer I should…
I've heard that some people more or less do all their texturing in zbrush for game assets (inc spec/norm map) and I wanted to try it but I just can't get my head round one thing, the uv's. If you put your asset into zbrush it needs to be the quaded version that you made in your standard 3D app but this is never uv mapped…
Thank you for the help cryrid :) I've been trying to mess around with the settings and the guides. For now I'm still not too happy about the result but I'm still trying to improve it with the tips you gave me. Here's how it looks for now and the settings I've used for that result;
http://img59.imageshack.us/i/xsinormalmapcheck.jpg/ This model was created and had a tileable texture applied to it generated from CrazyBump. (No HP bake to LP) Can someone take a look at this and see if it is set up properly. I have an option to pick Tangents or Vertex_color. And from my own eye, Tangents look better…
A.K.A. All the Human Photo reference. Has anyone ever used this sites resources on a game title that has shipped. And if so, was there any legal implictions? Due to the fact that there "legally" not in the confines of the U.S. are legal dept. had a coniption over using there site. So just thought I'd ask around and see if…
Started working on learning Substance Designer a bit before Christmas, and just got back into it today with a new material. Decided it's time to create a thread to collect all these tests together. All of these are 100% procedural out of SD. The first material I made. A simple tile floor with an alternating tile pattern:…