Its good you say that because i was afraid it was too much, i tried to keep that in mind because i have a habbit of exaggerating. I see others do it more subtle. It wouldn't surprise me if its still too much. Haftoof i went into your thread and i might overlay a flat normal map color (128, 128, 255). Like someone mentioned…
We have a problem with last version 1.3. We use Quixel with UnrealEngine4. When we tried a texturing in 1.3, and you change the scale of material the texture, this become missing, and only the color applied it. Texture Albedo disappear. It's only failed on UE4 and UE4(Optimized)calibration settings. PBR works fine. One…
They use 96 because its 3/4 of 128, 6 foot is just a rounded off estimate, 96 should be about the average height of a person, and you can base the scale of everything else off that. Also most games try to texture 128x128 unit areas with a 512x512 textures. So a one story wall is close to 128 units tall.
Not really a game art question but I know more people here know Quake 3 graphics issues than anywhere else... I just installed Q3, the 1.3 patch and the 1.3-.1.42 patch. When I play the game all nothing with an alpha transparency wants to show up. On a lot of objects I just see black and white.. And I see lots of planes…
I've done a 120 hour week - just the one. Someone dropped the ball and a feature wasn't scheduled. I did a triple week to get a prototype / proof of concept for that feature up and running. 120 hours is absolutely gruelling. You barely get to sleep. The fact that they called it a 'crunching team' tells you everything -…
Ah i see. I assume psp can only handly textures up to 128 x 128? Or is that just the way it's been done, just because? Also do you guys have a website, either for the studio, game or perhaps a university/college page? I do a games design course in the Uk, so it would be intresting to see what you guys are doing.
hmm.. you have the "padding" thing up there on the top, and you can set the ray miss check colour to a healthy 128 128 255. then just increase the padding so much that the black almost disappears. of course, thanks to max programmers brilliant awareness of the woes of artists, you'll have to do this shit every single time…
I actually somehow doubt that "kids learn faster". For instance, a kid being able to operate an ipad doesn't mean that he/she is "smarter" or a "faster learner" than the average adult person that is afraid of the device to begin with - it just means that the OS has been designed in a very, very clever way with great error…
Here's more screenshots of the chihiro's scene on differents angles, for the ceiling I did a tile texture (size 64 x 64 px). The floor Is a tile texture too (size 128 x 128). I'll do the ilustrations of the wall like decals I hope this idea works, and the decals about the floor for every character and assetsI must work…
Two more articles have been published. Game Art for Gamers 103: Principles of Design http://www.takuchat.com/game-art-gamers-103-principles-design/ Game Art for Gamers 104: Color Theory http://www.takuchat.com/game-art-gamers-104-color-theory/ The next articles are "Color Meaning" and "Intro to Game Art". But i'm wondering…