This is commonly called floating geometry. Depending on what you're doing it might be a good idea, in other cases it might not. This thread has a good example and explanation of the pros and cons: http://www.polycount.com/forum/showthread.php?t=117017 The wiki might have more info. You should consider vert splits…
I think it's basically a person who places assets in the world, without actually creating alot of assets themselves. It's often the case in the industry though that alot of job positions with the same names are vastly different. For example an Environment Artist is commonly known as someone who does alot of asset creation…
You can't copyright ideas just the expression of it. So you can make games inspired by Super Mario just not use any of Nintendos characters. For example instead of italian mustachioed chibi plumber make your player character clean cut prepschool-uniformed chibi named Tim instead (but don't use my example exactly cuz it's…
Looks really cool but I think the texture could still be pushed further. Right now it reads as an actual miniature, but not a real life creature. I think working on the spec more and the lighting will help the most here. The brain part for example could look slimy and wet. The bone should look hard and dry (get some…
question: I noticed that a lot of ue4 stills have perfect antialiasing. as if it were rendered in a software renderer like vray for example. But i've never seen any game or interactive viewer (marmoset/sketchfab for example) whose AA is anywhere near that. They always degrade the moment you start to move the camera. Is…
Well, first thing which comes to my mind is Maya's paint weight. I mean, compare it to Blender for example where is literally 10 min job to paint weight whole mesh, while in Maya is so confusing and major of all is that there's not "subtract" option, instead you have to move from bone to bone and drive your self crazy.…
Well best I can explain this is through an example... Say for example I wanted my caveman to run/walk/jump. Instead of sitting down and drawing out the individual frames that make those motions work Id rather rig and animate a mesh to do them. Then batch render out each action on a side on orthographic view. Then I could…
Oh definitely. That one of herman's is an extreme example. It's an impressively complex design and the man is an absolute beast at linework. Having watched him draw in person many times, it's quite honestly intimidating. That being said i don't know many people that could render to the level pf piors example very fast.…
In your first example, the map generated by nDo is incorrect and the one generated by SD is actually the correct interpretation of the height map. A linear slope is represented on a normal map by a color, not by a gradient. The gradient generated by nDo would mean that the tiles would be curved instead of being just flat…
Not looking at refs is hampering your own efforts to achieving believability. As @Meloncov says, even in fantasy things are based on our percieved reality, otherwise they couldn't really exist at all, because you can't really imagine something that isn't referenced in your brain to something else. :) A good example is the…