Ok, I'll do 2 posts here. This is a noobtastic GI light dome but it works. I've got another one on my work machine I can show you on Monday if this doesn't work. It's real similar though. Paste this in the script editor and hit enter: //PrerenderPyramid v0.7 - (c) Dmitry "Troydm" Geurkov int $lights; float $intensity;…
Hi cradicoe. I'm also very interested in the matter of time and I also got only this kind of useless non-answers on forums, so I simply started asking people on Artstation how long did it take them to make a particular model. After receiving a sufficient amount of replies I was able to derive some valuable statistical…
I had the same problems, and here are a few things that helped me it under control. Perspective. Keep in mind what the end customer will see. Step back, zoom out and realize that not everything needs to be perfect, striking a balance between good enough and perfect is often the difference between delivering the customer is…
spaces are like "orientation (3 axis) + origin (1 position)", you can transform from one to another more or less easily, and as long as the work you have to do (lighting whatever) is all in same space, it doesnt matter which it is you could transform world-space-normal maps, object-space-normal maps and tangent-space…
How to avoid excessive repetition and tiling? Use several maps! In Substance Painter, I use 3-4 of every type to make surface details instead of using only 1 and see the repetitive tiling all over the model It´s difficult to record and explain this on a GIF in Substance Painter, but I will try: WORKFLOW mixing detail…
Nice work everyone. Our students made 8 games in the end, feel free to try them all. If your in a hurry try "Raspberry Jam" as its only 18mb and plays up to 3 people. Download here - http://ggj.s3.amazonaws.com/games/2015/01/25/0647/GGJ14_RaspberryJam.zip…
heh I was being lazy on the texture sheets... I was going to wait until putting them up on my website to create them but already it seems in high demand. I will see about creating some texture sheets. And glad you like it otherwise guys :) PogoP - The dead end texture was on a 2048 x 2048 and a 1024 x 1024 The whole piece…
I won't agree that the 13HD is the only Cintiq worth it. The DPI is amazing, but small size limits accuracy. I'm using 13HD for 3 months and that is an amazing device, but work with 22HD was more pleasing. Also 22HD/24HD allows you to control brightness/contrast and 13HD not. I had 22HD for half a year, but sold it because…
1) AFAIK Unreal 3 uses forward rendering: "Tim Sweeney, architect of the Unreal engine, highlights further visual challenges of using deferred rendering. “It’s faster for large numbers of lights and shadows, but the drawbacks are increased video memory usage, and artistic limitations as you force all objects to be rendered…
Okay, been a while but I think I have something worth posting here again. :D I've spent a couple of month revamping the waterfall scene and I'm calling a halt on it now (it'll never really be done in my eyes, I have to draw the line somewhere). So with that addressed and my portfolio I've begun addressing the other issue…