Thanks for the kind words! Spent alot of time flying around the map getting some ideas (does anyone else do this? Sometimes it feels like I spend 25% actually working and 75% flying around, damn level design habits die hard :) ) Mostly been focusing on figuring out how I'll be handling the visual treatment of the castle…
Hello! Recently I've been sculpting a lot of rocks for practice, and have noticed that Trim Smooth Border often times leaves me some unpleasant surprises as shown below: I've been watching a lot of tutorials and while most people do mention that the brush can cause problems, they say that you can solve those by smoothing…
Hi, I have these mixer textures for terrain blending (images attached) and I’m curious how they’re made. Are they procedural (generated by code) or usually hand-painted? Any tips or references would be great. Thanks!
@yabestpal : there are tons of comparisons between Agisoft and RC and others solutions on the web. I personally think that both Agisoft and RC deliver really decent results. However RC seems to be able to handle many more pictures while being much faster. Agisoft on the other hand can get really frustrating because you'll…
I might've misspoken, I had experience with Gnomon's workshop courses not their online school program. The first term at Think Tank is pretty broad. They assume you have no knowledge but push you hard. There is an expectation to be doing 30-40 hours a week but that's really just to meet the course work. This term we've…
@Jaysmitt - Not much to say but looks good so far. Glad you learned a lot (I did as well), and you're definitely at the point where you can move on to the next assets/textures. Sometimes it's hard for me to improve something in particular if I find myself staring at it too long, and it becomes easier to make adjustments…
That pistol grip is really, really bugging me. 30 seconds of holding on to that pistol grip, and the user is going to be more inclined to throw the gun at the enemy than torturing his fingers by holding it any longer. Plus, the vents, piping and general detailing on the front suggests a LOT of heat buildup. There's not…
Making damage states is a pain in the ass. The method I've used for sims and stuff is always canned: You just hide the swapped mesh with lots of smoke, debris and flames. Also the "shatter" and break mels I have found over the years ALWAYS kill the UV's, and if it doesn't kill the first UV, it kills the second UV or the UV…
I'll add a bit though fletch covered it pretty well. Obviously it's going to be hard to fit a circle and a rectangle into a square tex and use the space good. So for that object it might be best just to use 2 textures. One for lid and one for the can. You could save 1/4 of the tex space even though you'd add a draw call.…
I think a good idea for you would be to focus all your effort into one prop rather than an whole environment , and really take your time in nailing the textures and modelling. The star wars blaster would be a great one to redo! The main thing im noticing (and albeit its quite hard to see from the images) the normal map…