Hello, my name is Jack. I represent SymmetryGames as the lead 3D Artist and Director of Prevail (our new game). Before I explain more about the actual job, I will explain the stage we are in, more about the game Prevail and other details. Game very basic story: Prevail, as I stated before, is the game we are currently…
Although I can't call myself a professional (yet), I'm going to have to agree with what has been said already. You need to know anatomy. LRoy is right when he says knowing the forms is more important than knowing the name of every tiny detail. I would add, however, that learning names will help you to learn the forms.…
Looking for someone to help program something in udk for me. ( or externally by loading external C++ as DLL and calling it as a Native Function) https://udn.epicgames.com/Three/DLLBind.html Fast Fourier Transform. Heres some code examples. http://lomont.org/Software/Misc/FFT/LomontFFT.html What I'd like to do is use music…
You could also do both a macro 0-1 UV'd bake to get an AO, color and normal and then use a couple blended tiling textures on top, blended either via vertex paint or a painted mask map based on the 0-1 UV for example like these big ruins from GoW https://www.artstation.com/artwork/2R36a I do expect that breaking that sort…
A streaky, roughness with color in the specular (semi metallic or whatever) will get you there. If you generate a gradient from root to tip of the hair and combine that with a flowmap you can get the UVs you need In a pixel processor sample the gradient texture to get the get V coordinate Sample the flowmap red / green…
Welcome to the 'Retro 3D FAQ', a thread dedicated to sharing information about the creation of 3D art for game consoles made before the age of programmable pixel shaders. If you enjoy the look of 3D games from the 90's and early 2000's, and would like to learn how to make such art yourself, this is the thread for you! :)…
You're my hero, thanks for elaborating. Are all UFC Champions as knowledgeable about game art? :poly124: So from what I gather: 500 tris/128x128 ~ 1 day 1500 tris/512x512 ~ 1 week How does time scale when you get up to more complex characters? Lets say 20,000 tris/w 2 2048x2048's for diffuse, normal, specular, etc? I…
1: You can duplicate landscapes and terrain safely, but those things do eat up lots of memory. I'm not sure if you can safely mirror it by using the normal (drawscale=-1 or Rightclick>transform>flipX/Y/Z) methods). I'd bet not. 2: not sure what youre asking here. If your mesh has all hard edges then that's what's causing…
Ah yes, I meant edge wear / highlighting But now I realize you have it more prominent on the second texture variation image, the texture sheet looks pretty nice Just remember that there is less effect of wear on indent areas, try avoiding obvious visual elements that just go straight from a surface with one height to…