Hello, Thanks for your Time: I'm looking for a Flexible strong Figure Drawing Mentor with an eagerness for teaching material at a down to earth understandable pace. I've been practicing with art for a long time now but I haven't had much luck finding a consistent mentor for this specifically, and am Self Taught rather than…
I want to learn more about lightmaps, i know a little bit about them but i was wondering if anyone knew of good tutorials or anything explaining more about lightmaps, even if the tutorials or anyones explanation here is a sort of "lightmaps for dummies" explanation im open to it because i know very very little about them,…
Studio: Atlantis 3D Studios Project: Project: Rialto Type: Profit Share (Core Team) Location: Remote About Us We’re an indie studio dedicated to recreating Renaissance Venice as it was in the late 15th century with engaging and fun gameplay and story to accompany it. As fans of history, and video games, we’re building…
Hmm wiki links work fine for me. Note that the wiki uses http: instead of https: and some browsers complain about this, but it's nothing to worry about since we're not transmitting anything that needs security like that. Anyhow, I did a webinar thingy about anisotropy, explaining how it works, might help you, starting at…
Hi everyone, I've been learning modelling for about half a year now, but I am still confused about workflow for game-ready hard surface modelling. I have seen different workflows like: 1) Perfect quad (low-poly) -> SubD (high-poly) -> bake (game-ready) 2) Boolean, quad, etc. (block-out) -> fixing & SubD / dynamesh /…
You might re-read the part about tileable texture (and normal) and using vertex painted values to alter them to your needs.. There was also some version of not mixing RGBA but also using "steps" on the values.. I think this was about the Assasin's Creed environment .. sadly not anymore in the wiki.. ..after "some hours"..…
Hello! I see that i made it confusing because of the title. It´s about my lowpoly mesh, which got higher resolution. Those renders are all from substance painter. I think because of the misunderstanding you Eric Chadwick didnt understand me correctly. Its at last as Fabi_G says about transferring highpoly detail to a…
This topic has gone a bit off course eh? Everyone needs to stop generalizing. Men and women alike do messed up things all the time and have been raised to feel no remorse about it. On top of that certain laws and ways of society make it easy for those with bad morals to get away with cheating and stealing (and worse!),…
I am currently looking for a job, and I contacted some Recruitment Consultant / Resourcer after finding some interesting job offers that they were posting on big job websites. I just started so I cannot tell how efficient this is, how much they can help to find a job, but it made me think about it and I wonder what you…
I made a couple SBSAR procedural filters for normalizing textures, since I couldn't find reliable tools for this. Maybe they can help you! Normal maps should always be normalized before final delivery, to make sure the vectors are mathematically correct for optimal shading. It's easy to edit textures in tools like…