Hello everyone so mid work on my portfolio piece I decided to start making this wip thread on what Im going to do,what I did and where are we right now so let me jump in :D . First of all I started this as a prop but later on decided hey why dont I also make a scene from it to show of the stuff that my portfolio is lacking…
Hi everyone, we are looking for someone who can help us bring our game to players and shape how the project is presented and communicated. We are currently working on a mobile arcade game called Gary Getman. The core gameplay and direction are already defined — we are not redesigning the game. What we are looking for is…
It seems like you could either ditch the bulb or ditch the glass for such a small asset, and get a result that would work for you. Personally I would just ditch the bulb since it's so small anyway, and then fake the bulb by adding an emissive colour over an opaque glass texture and masking it using a DotProduct multiplied…
While this is focused on Toolbag 3's baker, the following tutorial covers all of your issues and then some: https://www.marmoset.co/posts/toolbag-baking-tutorial/ Check out the Basics and Best Results sections. "I never said that it is "pointless to worry about smoothing groups", quite the contrary. What I am saying is…
Hey man, you are putting in the hard yards, you ARE putting in the effort and time, and for the most part you are doing well. You are RIGHT on the cusp of leveling up, it's just going to take stepping back and considering the process a bit. I also apologize if I've been a little blunt here. Let me see if i can break this…
the streaming pool is the maximum amount of texture data it'll stream in. when you hit the limit you'll see that textures don't load in at full detail (ie. look blurry) for current console platforms you can expect to see that set at >3gb you really do need to be confident of your target platform for VR - if this is for a…
A lot of us have probably read the Vavle Dota 2 character and texture art guides by now. If you haven't, then GET ON IT! http://media.steampowered.com/apps/dota2/workshop/Dota2CharacterArtGuide.pdf http://media.steampowered.com/apps/dota2/workshop/Dota2CharacterTextureGuide.pdf One of the techniques they talk about in the…
Hasbro's $1 billion bet on internal game development Head of digital product development Dan Ayoub talks about the toy maker's plans to get back in the game. https://www.gamesindustry.biz/hasbros-1-billion-bet-on-internal-game-development
This is looking lovely, you're being very true to the original proportions and set dressing and your texturing is gorgeous. I agree with above however, your awesome focal point is getting a little blown out, and we can't see the gorgeous color variation you have going on there anymore now that it's desaturated. I say let…
Hi! [TLDR: Tree's shadows break when masking out polygons that are perpendicular to the camera by multiplying the opacity mask with the Dot product of Camera Vector and Normals that have been calculated using DDX and DDY (as the tree has edited vertex normals). Shadows work when using Pixel or Vertex normals instead of the…