When I started 3d, it was making props, so I've grown with the habit of making an individual prop in 3ds max, and then arranging it in a scene in UDK. It took a long time for me to get out of the bsp habit! But I know this is a limited workflow and I've tried in the past to work on an environment as much as possible within…
When I model for CG, I take into account both polygons and materials. I try and recreate as much hardsurface information like individual holes and objects, and have shaders recreate all surface variety (dirt and paint get their own materials, yay!!). I've also been experimenting using particles sim to recreate tiny but…
Hi all, I just wanted to share a bit about a project I had the opportunity to work on recently. It's been really great and now that it's gone public I can finally talk a bit about it. :) Our team was very small and we wanted to polish more then we got to but overall it was a really great experience. I was responsible for…
I bet you could fit that entire character into one sheet at 2048x2048 and it look the same or better. In a game it could be 1k or less if not immediately in front of the camera. This is mostly flat colors with no fine details so just reduce the size of the textures until you find the minimum. You can figure the texel…
Marmoset doesn't do UDIMs (yet?); to get around the limitation, you'd have to make sure every separate bake material/lowpoly has all its UVs within the 0-1 space, then the texture sets should bake properly-- but those UVs will have to be adjusted back for use in a UDIM native program, I imagine.
aaaaargh, ive got a job possibility that needs to see some work, and ive been lazy over the last couple of months so i aint got a working updated portfolio. so i thought id try this just to get sommit reasonable to show. ive hit a problem though i have all my images in a photobucket account but i cant seem to access them…
Hello! I built a Wipeout style prototype game with four other people back in 2009 over the course of a couple of months. The prototype was not bad, but suffered from a few issues here and there (to be expected). The artwork was completed by two university students for their portfolios, and it was absolutely fantastic -…
tbh I have to ask why bother? the only reason to use vertex colors over a texture mask is that you can't afford the mask texture. if you're doing it in painter then you're not paying for the mask texture - its all getting baked into the exported one. however.. iirc painter's vertex color and material ID bake masking are 1…
You know any shaders? It's really simple to set up a shader with unfiltered diffuse samplers, and you could just get that shader to use shadows. If you're not afraid to get you hands dirty, just edit the code in my shader to state "POINT" instead of "LINEAR" for the diffuse sampler. Then you get all the shader features +…
See you just assume you know what my thoughts where on everything you've got me all wrong all of you do, There couldn't possibly be anything further from the truth about me, When was I not "a man about it" specifically?? How am I avoiding the effort to improve it? I have been forced to move on otherwise I will not finish…