Hey everyone.How would you all feel about a thread for sharing tile-able textures that you all have made? Most everyone has some, and a lot of times they may never be used again.Your thoughts?
Another quick tip when it comes to doing mechanical animation, you don't need to have a "skeleton" or skinned rig to keep object pieces together as one animation file when exporting to UE4. If you're working in Max(I'm sure maya has something similar/the same), you can literally just use the link tool to link the lid to…
One piece of advice i can give you guys when you do these types of art test (if youve never had an industry job) is to keep your work nice and organized,especially your psd's. One aspect of being an artist in this industry many of us learn after we get a job is changing work you have done in an asset and in a speedy…
Maybe ! Not sure, but as always with that kind of stuff it is very much worth a try. I could see some arguments for and against : + Being able to reload the last scene on startup would be pretty great for consistency within a given project. In that context it certainly would be a time saver. - However it could be possible…
Mainly used by Graphist's although you will find the occasional big talent from Bioware or Blizzard on there. The biggest issue it currently has (like most other services) is that it doesn't have a unified picture system. You click on one set, but you can barely see the others, there is no simple way for someone to know…
what? this is all rubbish... using 186 grey as your mid-point is if you want to try to author your texture in a linear format, in photoshop, which is almost impossible. the "best" way to do it, is to use a curve adjustment as farfarer pointed out. just make sure your top layer is that curve adjustment and anything you do…
sounds pretty good what Rob and Xenobond said. alphatest = 0/1 decision is fast and can be treated same as regular geometry. It's also compatible with deferred shading, if the engine does that sort of stuff. Ie. no worries. alphablend = the "sorting" issue as mentioned. Basically Rob summed all the sorting options, whether…
Yeah, you're right. I should've been a bit clearer on what I wanted to acheive with my setup. What I wanted to do is to be able to use 1 chamfer modifier to do the big fillets (with varying sizes/widths based on the edge crease-weight property) and then on top of that slap down a chamfer modifier to do smaller edgechamfers…
It's 3d, there is very little reason to lock in the composition before you move on. I would recommend getting your props all done, THEN focus on a nice composition. The best way to get better at this is, move fast break things, and make a lot of images.
First of all: Right now I learn the very basics of modeling via Arrimus 3d's channel. He's good, very in-depth but "only" covers the basics of everything for modeling. Now there is a lot more to cover if you wanna become reaally good and efficient. My plan is being able to make movies and games. And some high quality stuff…