That is really cool to go that far in the dev of a game !!! My general thoughts goes to your texturing. I feel it is a little bit generic. I mean, sorry if I am wrong, you probably use the generic texture of substance painter and tweaked it. You could go a little bit far. I feel you need more AO subtility, more roughness…
I wouldn't necessarily jump to unity. I've used both a fair bit but am still in the beginner zone, and I think unreal is much more beginner/artist friendly. Namely because of blueprints integration with the engine. Unity does seem like the go-to choice for mobile and 2d games though that's not an area I know anything…
Hello Polycount! I'm currently working on a UE5 environment set in Old Quebec, with a Cyberpunk twist. There are still many things in the blockout and wip phase, but I think I'm far enough to get a first round of feedback. Here's where I'm at so far: And some of my references for more context: The final piece will take…
Actually, I have played around with the curvature maps, convexity maps and cavity maps inside of xNormal and was not able to produce something that looks/works like the cavity map that nDo2 generates. The curvature map that xNormal bakes even though it bakes information in 2 separate channels, the green channel seems to…
Hey man, GoZ is an extremely comfortable tool that leaves you with no reason not to do a proper basemesh in your package of choice. So yeah before you get to paint a 2.5D textures you've got to prepare your "brushes"/tools and before you do that you take the 2 minutes to do a proper base in max/maya or whatever. I mean it…
@GhostDetector heboltz3 is right (thanks by the way!), this isn't a place for REAL beginners, the point isn't to learn how to model, texture or whatever, but instead how to do it specifically for Dota 2 and help people get used to the general pipeline of submitting an item and the style we do stuff. I would always have…
Yeah well i can totally understand you , i have 4890 and it gives me 4-5 times better performance and never made me any problems . Did someone try 6950 ? I think to change to that eventually ? If someone have one, please can you tell us your frame rate . Okay so .... i contacted Nvidia support with 3 pages report :D Thats…
Actually, I'm not really sure if I'm making any sense to myself at the moment. Might have stayed up for a bit too long. I just had a look at my own latest wooden sculpt and realized I sculpted it in myself :p What I meant though, is that when taking a look at a lot of photos of wood, which would be used as a base for the…
Download: http://linko.projects.free.fr/dblender.zip Official topic: http://blenderartists.org/forum/showthread.php?383624-Dark-Blender-(Official-Thread)-optimized-for-sculpting-and-game-asset-creation I have finally recreated everything explained in TVIDOTTO's tutorial available in one click instead of several hours of…
Amazing work! How did you get all those sharp edges in zbrush, especially the boots? You can use the full highpoly(million plus) for normal map generation, it just takes more work. I haven't tried the xNormal program yet, but it looks promising for normal map generation. Don't know if it can handle the high poly count.…