I'm not a user interface designer, but did once have an interest in going that route and did research into it, so I'll give my 2c. On the programming side: You'll probably want to start out by learning how to create animated HTML5 webpages, as it's become somewhat common to use web languages for games user interfaces these…
Hello, I had a question about decal creation I hope you can help me with. Is it possible to create simple decals that use normal, ao, height maps without having to bake them, and instead supply the maps from substance designer?. Info decals (as far as I'm aware) only support color/alpha but not ao/normal/height. TrimSheet…
Totally depends on the game type and the target hardware. Phone? PC? Console? VR device? In my experience, the art lead works with the lead graphics programmer to iron out a rough budget. Say, 30 512x512 textures per level. That includes texture sets, so if one material requires Color + RMA + Normal, that's three textures…
Look into poser i think its free, people have been telling users to look into those models to use as a reference to get your proportions and forms right. (told to do this because it answers all the questions with the model better than any of us, writting up book after book about the same thing over and over, it is…
This is a character work in progress. Shot is from Unreal Engine 4. All textures used are 512 and 256 maps, including normal map, normal weight, detail maps and grunges. 19k triangle count. https://www.artstation.com/artwork/ELbz04
This is just a guess without seeing the full tutorial or uncropped interface, but I'm pretty sure they just set their Document size to a square size (eg: 512x512). The size or ratio isn't necessary, it just helps if you plan on exporting a seamless, square image. What they're going is drawing the branches onto the Document…
Still seems too low to be useful though. For an 8k texture, 512 samples seems to be just enough to hide most noise. And having to bake a higher res texture on GPU only to downscale to reduce the noise seems to be slower. I did some simple tests - maybe my GPU bake settings could be better but my results were these. GPU…
Hey guys, how are you doing? It’s been a few days after my last post and I can say that I’m progressing at a good pace. I’m breathing this project almost 24x7. Watching medieval movies, games and looking for art in general that makes me remember this project. I can see the importance of trying to “live” in your environment…
Also this result. https://forums.autodesk.com/t5/3ds-max-forum/to-wacom-or-not-to-wacom/m-p/5141958/highlight/true#M95149 And here on Polycount 3dsmax Pan/Zoom
I'm running a i5-4690K, a GTX 970, and 16GB of DDR3 RAM. So I understand having to work around your computer limitations. Though I don't do character work, just environment stuff. Understand that you don't always have to have an insane polycount in Zbrush to get good bakes. It's tempting to crank up the Sub-Ds until each…