Those aren't enough. A game character tutorials and even a general one will almost always be outdated somehow within a couple of years, but still stand the test of time for it's basics. A game environment however will change more, and aren't as easy to nail down from generation to generation. What I was referring to is the…
I solved this a while back in perhaps an interesting way. Since it's so simple, I just modeled and unwrapped a highpoly basketball. Results in UVs with practically no distortion. Then (in Substance Designer) I went pretty hardcore and made a generator for the bumps that distributes them the same totally random way they do…
I haven't had any problems with Doom3's normal map display, you just have to make sure whatever normal map generation method you use (nvidia filter, lights in your 3d software, max's normal map generation, whatever...) follows the same conventions as Doom3's renderer uses. These conventions are: Red channel - Black =…
Would better tools reduce the need for artists? Possibly. If you don't need an artist to make a tree because you can simply just scan one, you wouldn't need them. But remove 3D artists in general? Never. The whole point of being an artist is you can create anything that is both real and imaginary. This applies to all…
Hi everyone! I'm currently working on a knife model. This is my current high poly (image attached). Now, I want to create a proper low poly version for baking and texturing, but I'm not sure about the best workflow to do this in Blender. I would really appreciate any advice on: * The general approach for creating the low…
Well it's just purely opinion of course, but the art (basically all of it) seems like its somewhere between cartoony and realism, but doesn't strike a pleasing balance. The shape language feels really consistent throughout most pieces and is a little weird too me. A lot of heavy, chonky shapes, there are very few elegant…
I've wrote some general tips for help to find things easily in unreal here: https://aljavgames.notion.site/Find-anything-fast-in-Unreal-b1d800ad6ba5426e8ee951e38588abd1?pvs=74 its geared towards general game development but might still be some helpful ideas even if you only use it for storing assets
I'm black and my younger self would be the kind of dude to ask this question...but frankly..what does it matter?? The fact that there are other blacks (or people from your culture social background) shoould not influence in any way you're attraction to a medium (even though, socially, it's proven it does). These kind of…
Hey hey everyone! =) I’m running into a pretty specific issue, and I’m wondering if anyone here has faced something similar or might have an idea on how to fix it. Setup - Engine version: custom Unreal Engine 4.27 branch based on the Oculus branch - Project: VR (PC, not mobile) - Renderer: Forward Renderer - Antialiasing:…
Ive taken photos of myself with a normal T shirt on with my arm in every general position (T, raised, tucked, and relaxed). This has helped with placing my general folds in correct places but im having brush problems. To start folds i usually operate on level 4 subdivision, so generally low poly. I use the flatten brush…