OA was going to be that and a bag of chips, but a lack of concrete direciton turned that into a mess. Programming wasn't an issue as it was literally new original data for a just-open-sourced polycounter's favorite game and I figured that would be a win-win. In the end, polycounter involvement was weapon icons, some weapon…
are you mixing this up with painter? mari and designer do not cater to the same folks usually. that doesnt mean mari users might not use designer and vise versna but one is for uniquely painting assets, while the other is especially great at creating tiling materials to me it really comes down to how the production is set…
Hello, Does anyone know if i for exame have baked out displacement map from mari and i load them in zbrush is there a method to bake that in to mesh (when mesh has sufficient ammount polygons). Atm i was able to bake em in but now when i try to sculpt additiobal detail in to mesh i can but it sculpts below the dispmacement…
@Godzy What I mean its already hard to take all available parts into consideration and prepare item that will not intersect without items already in game. With more complications that could be almost impossible. On paper its fine. We merge forearms and shoulders slots and make some cool design for whole arms. However other…
I always show people this tutorial if they haven't seen it already: http://androidarts.com/art_tut.htm More related to digital painting than "drawing", but it's simple and straightforward, a handy guide for some basic concepts that apply in all sorts of scenarios. Beyond that my number one recommendation is to study and…
Hey Mark! I'd like to mention that you dont need to render them one by one; the AO seems to be the only one that is causing this issue. If you render just AO, or everything except AO, the padding turns out just as it should. I solve this by setting all the textures, I save my scene and delete the offending shaders, then…
Thanks Mark, I know about that and I only need a few hundred. Merge actors won't work because of the object position node. Instanced meshes maybe would. If I will hit any performance issue I will look into merging them without loosing the variation. So far no problem. I would also assume it would be kinda hard to put so…
Hey Peet, thanks :) mh I made some thumbnails for the overall shape, but you could not call that a precise concept I guess. Since I watched the mentioned tutorial of Marc Brunet on this character here https://www.artstation.com/artwork/Lal8P , my goal was to create a character with a similar degree of abstraction and…
Another thing that makes blending super easy in 3D Coat is that holding shift (for smoothing) will blur out your texture where you paint, which can speed up the blending process significantly. I'd say that the only app that really rivals 3D Coat for hand-painted textures in 3D is Mari, and that's really...well, overkill…
After watching Kris Costa zsummit session, explaining how he utilized the feature “HD geometry”. Where he created amazing extreme high detailed portraits. I wondered if the feature would be useful for a video games pipeline. I wanted to see if I could get high quality skin/pore details, whilst doing this all on one texture…