Hi all, New Unity user here. I’m coming with experience predominantly in Unreal so Unity is new for me. * I’m having issues getting Unity 6.3 with HDRP to use packages. Whenever I install a new package I get the following error message and not sure how to resolve it. My Unity hub version is at the latest version (as of…
I think an alleyway is more than acceptable for an art test. I think it takes more effort to craft a believable next gen character than it does an alleyway. I did an alleyway for my portfolio. 2.5 days of work, more than 8 hrs a day. *Edit* They get about 100 requests a week for these damn tests and spam them to tons of…
Those of you who are working on new, next-gen titles; how often would you use a 4k texture? Do most characters today get a 4096 texture map? Or would that be overkill? Would it be common today to use a 4k texture on say a car/vehicle?
For a while now I have been working on a saloon interior that is inspired by the Red Dead series. I am going for a bit of a high end saloon and I still have loads of work left to do. With this project, I really wanted to dive into the PBR workflow and UE4. Probably around 60 % of the textures in here have place holder…
Hey guys! I was discussing the placement of floating geo on more awkward shapes with Joost the other day and came up with a solution which worked pretty well. I haven't seen it anywhere before so I thought I'd do a little write up of the technique. I realise you could really easily do the same using NDo, but I know a lot…
Have to agree with @Noren , @ZacD , and @pior : both the contiguous unwrap and compound curvature of the shape are contributing to the distortion in a way that's almost unavoidable with a [tiling] texture only approach. Lot's of good advice on how to proceed with different approaches from everyone in this thread. As far as…
Anyone created a heightmap sucessfully in maya7 from hi res geo? I've tried many times and the result is all the same. The normal map looks fine and the help file clearly states just turn on heightmap to get a result. The heightmap created is banded and has noise in it and is unusable. It's almost like the heightmap does…
thanks, lets say I enjoy a challenge ;) I'm working on an efficient method of "rationalizing" any poly shapes/edge outlines etc so it doesn't break other tools (First rule of Tools, Artists break everything! ;) ).... you could just union them all to get a "bounding" poly but then you can't have holes. Max sdk has a built…
That just helps to illustrate why it's a bastardized phrase. The Wii is a next-gen machine, or at least it was when it released. It's not high end or high definition, but that's not what next-gen means. SD and HD work well enough to distinguish between Wii graphics and 360/PS3 graphics. The next console generation hasn't…