I think if a campagin were organized it would be best to target both houses ( not only nvidia but autodesk ) A line in the sand ( supporting the game industry or claiming to support the game industry means consumer card support )
looks sweet but way too sharp edges unless you are going for a photorealistic offline highpoly render without bake (which I would probably advise ) or for a 8k+ res target and close up shots
Hi guys, does any of these amazing artists have a UE4 or 3DS Max tutorial targeting VFX at gumroad for sell? If someone knows please send me a quote for I receive a notification. Thank you!
I have a target spot light on the asset but as far as lights being on the actual sign there isn't any on it. The reference picture zoomed up in photoshop looks like its some shiny metallic gold material.
whats the purpose of this retop? are you trying to just get clean geometry? or do you plan on baking it down and putting it in a game engine? if so, what is your target triangle count for for the game-ready mesh
nice start, it would be useful if you posted the concept too? or refs or something so we know what the end visual target is (roughly)but other than that cant wait to see some more updates:)
Thats it! Looks cool. It would make a great TF2 level. You can imagine the attacking team has to disable the fueling station, move to the LOX station, knock out the targeting room.... It would rock.
It depends on what is more expensive on your engine/platform. The first way creates more verts and the second way creates another texture lookup and rendering call. Hard to say without knowing your target....
well my target render is just iray in substance designer, but as there are so many other output nodes like the ones I listed above I would like to know where/how to utilise them.
One option is to make one part an IMM brush and then make a ploygroup around the target edge, draw out the IMM brush on the polygroup, position/scale the IMM and control-drag twice on background to merge the two.