if you have a bent pipe and the unwrap is straight, youre going to get stretching on one side and compression on the other. probably wouldnt be a big deal. if you really dont want stretching, and want an even pixel distribution, the unwrap wouldnt be straight like that. use Roadkill. you can download the standalone version…
Joseph, to be honest I'm not sure what to do with my old lopo/pixel stuff, I'd sure like to show it in some form but if I were to do a new website then the main priorities would definitely be my newer 3d work & conceptart/illustration. Sooo. Things have been piling up for quite some time, I set up a blog for my…
Thanks Eric, I looked into the tool and it seems ideal, But I was baking in Substance which can't export UV island data as an alpha. I will begin by generating an Alpha/IDmap with Maya and then I can break it up by Object type, generate new ones and inset them into the current files. Or I can use these to mask by colour…
The most blaring problem I see is you lack any focused bodies of work. What are you trying to be? You have characters, environments, and sketches/drawings. Are you a 3d generalist? Why is the only games work you have pixel art, while your 3d is all high poly sculpts. If you're going to be a 3d generalist then focus on 3d…
That is some good feedback too, you are defently right. Maybe the dunes are to big. It is supposed to be somewhere around 2x2meters maybe less So I will try to match the scale of the reference. Thank you for your feedback! I've been trying to achieve very small grain with fractal sum base at a very high roughness and…
Nothing personal, but people might have some trouble remembering the url. ;) That said, I like the design - it's fresh and original. It has a few quirks and broken parts though: -Comic Sans MS? -white line left of your name/logo which is likely just a border error or a div that's a pixel too low. -empty space in the image…
I wanted to do some tests with rendering out HDR skydomes/lightmaps and using those in UDK. I tried to export as .float from HDR shop, but udk keeps saying the import failed and I did put it on TC_HighDynamicRange. I also tried to import an HDR psd with those settings, it did import but the result is very weird, like an…
@Biomag Are you referring to the render passes found in Render Settings>Scene>Passes? Thanks for checking the value you were using, though unfortunately that didn't do it for me. I'm increasing by 10s with the quality set to 0.1 for fast previews, but no matter the value it's all just plain white. @oglu Would be nice to…
I would always optimize for better texture use unless given specific reasoning from a programmer on my current project to do otherwise. verts are cheap as hell. a vert is about as expensive as a pixel on a texture, in terms of memory footprint. Rendering costs are typically fillrate/draw call/other shader-issues driven. A…
I think the big thing to keep in mind with photobashing is that it locks you in to more realistic style, and it takes control out of the artists hands. The beauty of creating everything from scratch is that you have control over every pixel in the image. I think this is useful for design purposes, and anything stylized.…