It is a blog site, trying to use are much "web2.0" as possible. Horrible buzzword. The gallery will hold my artwork, but since thats on the server, when I do my portfolio site I can use a different system to pull in the content. The content will follow - it's going to collect all my games industry essays and tutorial…
Gmanx: Nah...it's just in OpenGL viewport just 1 light source...but thanks.. Spider2cool: About sharpness of texture, 1 good tip is just to abuse every single pixel as much as possible when laying out your UV's I tell ya' it works wonders... Renaud Galand : Thanks...At some point I would like to get this into HL2's Source…
don't you guys have an option to resist the upgrade mania? i am still on 7 at work because i do everytime the topic comes up. unlike with 3d apps, you hardly lose out on compatibility if you stick with something that works. i'd hate to have a slow, nasty and unreliable resourcewaster (tried CS3...) for something as simple…
Hello, I am currently a student in game art 3rd year Bachelor degree, currently looking into schools to strengthen my skills and aiming to become a Character design or Concept artist (not quite sure which one yet), and i wanna focus on working as a Pixel artist too. Here is a link to my Portfolio…
What is “bad” for performance really depends on what kind of game you are making. For example open world games with lots of streaming deal tend to have a separate set of limitations than a more predictable linear title. That being said there are things to look out for that are generically not optimal for the GPU/CPU and…
The flickering only seems to happen when the top/sunlit face of the chair is a pixel or two wide from the camera's perspective. Also, in a still frame, the flicker kind of looks like a Bokeh blur artifact from a camera lens since it's the same width as the blur from other parts of the chair. Have you tried: 1 - Moving the…
Thanks, I've gotten multiple solutions so I'm trying out a few. First of which is to just redo the UVs and placing the top/bottom center cut onto a newly made panel line. This will make the UV not as clean in terms of pixel detail, but since I'm using substance to project/map details on, and not trying to paint logos…
Ok I checked out the official documentation and that camera node is not what you need. It says its "The Camera's forward vector direction". This will give you one direction instead of direction on all pixels. I think I also found the proper node and its called "view direction". Make sure to set it to world space.…
The whole texel density issue have surfaced few years ago suddenly because someone thought it looks bad. Before when every and each pixel in UV space was countable it wouldn't even be a question. UV efficiency always came first. To be honest I am still don't understand why everyone started to care so much bout density. IMO…
Exactly - you need the guidelines. If you're working on things in isolation this sort of stuff doesn't matter at all but when you've got 50 or 60 people working on hundreds of things you can very easily end up with a horrible mess. There's an optimisation angle as well. If you know a subset of assets are going to be a…