Hi guys, I'm Tom Lishman a freelance digital artist from the UK. I currently work for McFarlane Toys and NECA as a contract sculptor. In this thread I will be posting and showing progress on my various pieces as I explore and delve into the world of Game Art. Game Art has constantly inspired me to keep going, and I fell in…
https://medium.com/@EightyLevel/preparing-realistic-grass-in-ue4-8bf54b1fa01c https://www.artstation.com/artwork/1nx0Yo You go outside and pick good grass specimens. Then you throw them into your photogrammetry setup, create the scans. Pack the scans into an atlas. Then use the atlas as modular assets to build your grass…
If its for personal use then feel free to use whatever software works best for YOU. Now, if it was for a studio then that's an entirely different story. Max/Maya are the most dominant applications and its worthwhile to know at least one and if you have time both. I am of the opinion that the studios do not care what…
One of many options: Flash: Actionscript3: Starling Framework http://gamua.com/starling/ Starling is a hardware accelerated 2D framework to build games with, you get easily full 60 fps with under 10.000 triangles on screen. A few month's ago I worked on a game "Gangster Squad: Though Justice"…
I'm going to chime in as well. I've just started using Quixel - exploring the toolset and I'm finding it very "crashy". In particular NDO. But really, anything seems capable of crashing the Quixel Suite. NDO definately seems the least stable, that I don't even bother playing with it. I have the latest Photoshop CC with all…
I've been doing a lot of lurking, and a few months ago there was talk in the Substance Designer thread about making cobblestone in a fan pattern. To my knowledge nobody has replicated the pattern properly, so today I took a quick stab at it! Tiling 2x. This is just a quick proof of concept for the method I came up with.…
@monster Thanks Juan!! I really thank you for taking the time to write all those tips too; they seem simple enough for a beginner like myself to understand what they're about. Really cool that you moved everything to variables (still find it weird that maxscript doesn't need us to define what those variables are, ha...) so…
I always feel a little bad when people reference that tutorial, I don't think I was a very good texture artist at the time I did it, but I'm glad it was helpful in some way :\ to figure out how to go about texturing old wood (or any other material you do) you should probably start by figuring out roughly what type of wood…
Yeah, that's what I was afraid of... Unfortunately, there's no way of writing an efficient renderer directly in HLSL - I mean you can write a basic one, but it's sloooowwwwww. :D I did already achieve a basic screen-space GI effect by combining SSDO, screen space indirect illumination and screen-spece color bleeding…
You don't need C/C++ at all to learn CG/HLSL. CG's a much easier language than C++ though they look similar in some ways. The biggest hurdle for a lot of people is not having the technical background information you need to learn quickly. It's important to get an idea of 3d maths and how the rendering pipeline works if you…