Hey guys and girls, myself and a fellow Rounded Squarish team mate (Snuffajuff) have recently joined the Polycount forums. Over the past few years we have focused heavily on 2D artwork and are now looking to develop our 3D skill set. We thought that a great way to do this would be to hold month long art jams and invite the…
Of course you can! I highlighted for you my long, non-square tile. Perfectly tiles as you see. You can do this Naughty Dog style: Here is Preview render: Best render with shadows: Here is the displacement alpha: Here is the Know-how: The creator of this super genius plugin is Marcus Civis: retired. Read below carefully,…
So I ve been adding few thing on and on, with the very little time i have for this At this state, I would like to point out few things. I have a mixed feelings about this. I was imaging the whole thing too lokk a bit better, altough I am just layering the base materials. Furthermore, I have been unable to synchronize…
It's about due time for an update. There's been quite a lot of progress since the last post, mainly in the the fact that there's trees now populating the map. List of new things....GO 1) Added 12 different types of speedtrees to the map. Most are populated with leaves, some are bare. Used 3 different leaf textures, and 3…
First off, "OpenGL" or "Direct X" are not types of normals maps. Both OGL and DX can use either type, it just depends on how the shader is set up. It's an odd terminology that Substance uses for some reason. For instance, Toolbag 2 ran in both OpenGL (Mac) and DirectX (PC), but there was no need to use a special type of…
Okay, here's what I tried: Did a double bevel on the low poly mesh, so that I can easily put the UV seams and the Sharp Edges right in the middle. Low poly looks like this: Both low poly and high poly are set to smooth shading, and the low poly has Auto Smooth enabled and set at 180 degrees. No Edge Split modifier, but a…
while this isnt a requirement, i would advise in learning or at least understanding how some code/scripting works as Equanim mentions. There are a lot of technical things a good UI artist needs to master, but by no means need to learn it right off the bat. Knowing and understanding how stuff works will enable you to make…
Thanks for the link. That was very helpful. Studying them atm. I am an architectural visualizer and I am interested in tech that will enable rendering that is efficient and faster. Right now the archviz field is looking at using realtime tech due to some of the shortfalls and expensive cost of offline renderers especially…
Forester Pro version 1.28 with Normal Bending We've been working hard on version 1.28 of Forester Pro which features normal bending and editing. If you've ever struggled with models in which some leaves are too dark due to shadows (forcing you to use only diffuse lighting) then normal bending will probably solve your…
"but not being sure what assets someone would need leads me to believe that you don't yet have that level of experience needed." just to clarify, i didnt ask 'what sort of assets someone would need' I asked about if there is a preference for a particular file type etc, or perhaps things like level of detail enabled meshes…