This doesn't help you so much, BUT, I can give you a quick run-down of textures. I spent a lot of time learning last year on making them for a game (was never completed or anything, so title doesn't matter). Here is a quick step-by-step for you: 1) Make a new PSD, 512 x 512 pixels. 2) For most textures, people have told me…
hey James Thanks for the advise,I used hi-pass and pushed that abit more it got a tad to grey for my liking despite the hi-pass being applied to a duplicated layer then set on luminous blending so i messed with curves,levels and color replace to get the color back. I also forgot to reset the offset filter so putting like…
[SIZE=+3]SP 1.5.0[/SIZE] Changes: * [Shader] Add line number in Shader compiling error messages * [Shelf] Improve thumbnails previews quality * [Shelf] Automate thumbnail generation for Smart Materials * [Tool] Shortcut to control hardness setting in the substance * [Tool] Use grayscale widget for geometry decal when over…
UV coordinates always range from 0.0 - 1.0 they are not described in sizes such as 512 x 256 but always 0.0 - 1.0 because they are described as floating values within that range (although you can place stuff outside, but usually when textured it gets looped). So whenever you create a UV map of lets say 512 x 256 in the end…
Hello everyone. I'm looking to apply for a qa tester position at telltale and I feel that I haven't been making my cover letters right. Thank you in advance for the critiques Jonathon Kaufman 2355 West Capitol Ave Spc 46 West Sacramento, CA 95691 916-256-8104 jonathonkaufman@hotmail.com Telltale Games San Raphael, CA…
Now that I have the blockout done (some things will of course change while i'm doing the final assets), I'm going to move on to making the final asset for the Tower (the one on the far left of the last sketch). Because creating the textures from the UV snapshot is somewhat time-consuming, I'm going to be very smart about…
Back with some results from my testing. Note: I have not read too much from the link that you have provided about Lightmass, I will be doing that today. * I have split the entire apartment mesh into room by room and this solved my issue for the most part. * The lightmap resolution for each room is 256 and I have NOT…
So I just finished with two art tests. Each one was a week. The first set of pics is 10600 polys or about 22K tris. the buildings in the background were just filler and were not required. The area of focus was the bus stop. all textures were 256 or smaller with dif+spc+nml most of the time. The second is 5762 tris and…
Since the release of the first cinematic trailer in Nov 7 2014, I fell in love with Overwatch. Recently I’ve been playing and studying a lot of it and decided to do my own skin for one of my favorite characters: Widowmaker. Inspired by the amazing concept artist Kelvin Chan I decided to take one of his pieces and give it a…