With a small and dedicated team, we are currently working on a first-person tactical co-op game using Unreal Engine 5. The game features a realistic, military-focused setting with a strong emphasis on simulation and tactical gameplay. We are searching for an ambitious generalist with a high focus on art and tech-art…
Hello everyone! We are young and ambitious team of Anti-Gaming studio located in Tbilisi,
Georgia. We currently work on a big project called “Legend of Amiran”. Legend of Amiran is a single player, open world AAA rank game that incorporates
unique gameplay mechanics and a world based on ancient legends and Georgian
folk.…
if you're not sharing texture with other assets then only use trim techniques where it actually helps and don't be afraid to bump your texel density if that's what you need to make it look right. at 1024px/metre, 1 pixel is <1mm across : at this density you need to get pretty close to a surface to see pixels (even at 4k)…
@Ghogiel I tried to do the triangulation thing not worked, I even manually connected the verts to avoid this shading issue it was still same just artifact direction got changed in relation to where the new edges were on low poly. Based on that I am assuming I better add more geo support loops to control my low poly shading…
Well if nobody else is going to reply. :) I think it deserves some attention. I really like that you actually put together a whole scene with a pretty consistent style. But there is quite a lot that needs love and attention. For game art it is a lot more respected when you present your work in a real time render. For…
That would suck. We'll have to see I guess--I've too have heard the same that Ark said, that deferred shading can limit the shader variety--but I was under the impression that it could still DO anything forward rendering could, but just that you couldn't do multiple *different* kinds of base-shading at once...so yeah, you…
Hello friends, I'm preparing to make some modular characters for a Unity game. I am new to this workflow and I'm hoping to draw on from some more experienced people on this! In particular, I'm anticipating needing to have the same clothing swaps work for multiple body types: slim, average, and large body type. (I will add…
@poopipe MR was my first physical renderer. I started using it just before A&D material, when you had to cobble the materials together from shaders. It was quite the experience coming from legacy pre-linear workflow scanline rendering where you had to actually plug a raytrace map into the material to get reflections. :)…
normal maps do not store lighting information - they store surface normal information. many people mistake the coloring in a normal map for 'shading' but its not; converting it to greyscale is an arbitrary operation. you are going to have to try something else to get 'baked lighting' in textures. 1. by far the best and…