final project for game art 1, don't think this is representative of what i can do haha. not the proudest of it but i got it done and that's what counts i guess hopefully everything loads right
Hello! Ive been working on this little alley environment based off of concept art I found for Rings of Power season 1! Numenor was one of the coolest places showcased in the show, and I felt like this concept was not only visually interesting, but it looks like it can help me to reach a few goals ive been wanting to…
THE GAME AWARDS 2023: Official 4K Livestream (Monster Hunter, Blade, Baldur's Gate GOTY) https://www.youtube.com/watch?v=Zu2z5M4gmno Winners 0:00 - Best Family Game
0:21 - Innovation in Accessibility
0:43 - Best eSports Athlete
1:00 - Best eSports Coach
1:17 - Best eSports Event
1:43 - Best eSports Game
2:03 - Best eSports…
Hi! Looks cool overall! Some critiques: Much free UV space. For shapes like this that follow an axis (long), you could consider a 1:2 texture ratio. If you stick to a 1:1 ratio, I would still try to maximize the UV space. Another way to maximize UV space would be to mirror parts of the model. Appearance is rather lowpoly,…
So I have this little guy modeled and just created a quick'n dirty normal map including each object (6 in total) in 1 texture set. See 2nd image for the actual model. What I don't understand in terms of pipeline is when I import the low poly and normal in Painter and how to proceed further. To apply the normal map for each…
This is a really good looking fur! I was already familiar with the shell technique, but yours looks particularly good due the care in adjusting each shell maps and the height map usage. I gotta say I'm itching to recreate a few steps in your breakdown using Blender geonodes to automate them. 😂 Edit: I gave the node setup a…
Hey, Wondering if someone could help me with an issue I'm having exporting textures from Substance Painter (to be taken into UE4). I have my model as shown below - it has 3 texture sets (1 for the mesh, 1 for the floor and 1 for the hole under the mesh). I applied smart materials to the model in substance painter then…
Ages ago, i made a tool for Fallout 4 that is really just a frontend for xtexconv, to reduce the resolution of textures that are of a specified size. But there is an inherent quality loss when re-compressing a DDS image, like doing [b].jpeg -> reduce resolution by 50% -> save as .jpeg[/b]. Same gig with MP3 files. So I was…
Can anyone tell me why my hair particles are growing out so thick? I am using a mesh that I retopologized for the purposes of easy animation and brought the number to 22,000 polys. This particular mesh is a duplicated emitter to be hidden for the fully rigged mesh. On the previous mesh the hair grew perfectly fine, which…