I'd say make friends with similar interests or find those game-art-jams and say "hey, I'll help make some stuff and make connections", group with a team you can trust and start a project that is not to big/long to accomplish and make games with people, right now all i see are people trying to get into the industry without…
Hi) I downloaded kodama plugin(on CGTrader) wich performs checking of uploading model. The problem is that it finds overlapped UVs in my model. In 3ds Max I use unwrap modifier to identify overlapping(I render UVW template where overlapped UVs are marked with red color)-see attachment However this method does not show me…
Usually this problem is caused by the export menu settings in zbrush. http://docs.pixologic.com/reference-guide/tool/polymesh/export/ When you import a mesh into zbrush it scales and moves it to fit into a 0-1 coordinate space. It then saves the scale and position data in the export menu. But if you change the export menu…
Hi there, this is a piece I've been working on for a past few weeks on my free time. I'm trying to finish it but can't seem to think of anything else to further develop textures or lighting, perhaps. Low poly game ready.
I don’t know how relevant this is, but I came to such a decision. Maybe someone else will come in handy. The bottom line is to raise your floater higher so that it does not cast shadows when baking, on the lower object
I would use a simple approach. Basically all you have to do is : ( 1 - glossiness ) * numofmipmaps. In my case it's 7. My setup : If your are using phong or blinn you might want to multiply your glossiness by 128 in order to get a range of 0 - 1 to avoid value like 180 or 200. But with a cook torrance or a spherical…