hi there, im working on the making a low poly object fronm a high poly. And I have a problem with my render. At the moment I have a standard material with a normal map in my bump slot and a AO map in my diffuse slot. The viewport is set to display with hardware display with maps. I havve no light in my scene. In seems as…
[SOLVED] If you want to get fully transparent textures use this http://bencrowder.net/art/blender-quicktips/transparent-textures/ Or more comprehensive methods like this http://www.katsbits.com/tutorials/blender/scene-view-alpha-transparency.php# Hey everyone, I'm just a newbie trying to figure out a simple problem I've…
Hello! I am freelance 2d artist and animator looking for work. Here are some games that I was working on. http://www.youtube.com/watch?v=basKToTJj9A - complete art/animation https://www.youtube.com/watch?v=AFPPrX2vcgI - complete art/animation http://www.youtube.com/watch?v=ijT1JC32ODI - complete art/animation…
Never felt a necessity to measure roughness to get realistic material. Usually it's so obvious visually. Besides same kind of material could always have some variation in roughness and still look perfectly real mostly. Also based on my gamedev experience it's pretty much dependent on a game implementation and while called…
More mad experimenting this week. I’ve been trying to create some new looks for pixel art-style images, specifically tiles that can be used in 2D games and things. On my ART – Brick page, you’ll find: A bunch of cool new brick tiles, 64 by 64 pixels each. Some have a 3D look to them. https://soundimage.org/art-brick/ On my…
The required count depends on the size of the area you're painting on, the level of detail you're looking to get, and how efficient the vertices are distributed across the mesh. A million might not even be enough if most of those verts are in the wrong place, or the detail you require is too small. A general rule of thumb…
I was considering backing this, but that video couldn't have turned me off more. You really need to revise it and get a better speaker, or let the game do the talking for you and use text to convey the message. I don't need to know that the game is 'retro' at all, since it's plainly obvious that it's 'retro' already. (Or…
Odlow: Yes you can do whatever, so long as it fits the volume limits. SliceOfChalk: As stated in the rules, you can have stuff protrude outside the main structure by up to 3 meters in any direction. NatashaSawyer Yes. The rules state you can make more as many entries as you want, so long as each one fits the template. For…
Yes sorry, my UE4 editor was closed and i didn't took the time to verify the right name ;) Yes i mean the Texture group. Basically the compression takes the Red and Green channel of your imported normal map and apply a re-normalisation which determine the blue channel for each pixel. It mean that r+g+b is always equal to…
ok. That way we could call old specular/glossiness approach PBR too. Only based on a fact an artist didn't do anything stupid and just did things right as they should be. I would vote with my both hands for such PBR But what I have to deal with is rather different. It's a super "effective" idea that you need only…