Hello modelers and fellow modders! We are developing a mod called Athena and need Generalists and Environment Artists to help building props, set-pieces and content in general. Athena's code for Multiplayer is complete, so we are merely creating assets and we need some help! It would be preferable if you have experience…
Hello, I've recently gotten back into things and as such have been trying to learn the PBR workflow via Substance Painter and Designer. Using Max I assigned various Material IDs to the parts of my low poly mesh to make baking and texturing in Painter easier. However when It comes to exporting the textures it gives me 1 PBR…
Venture X [Logo](https://picload.org/view/rwraccra/venture-xlogo.png.html) Game Name: Venture X Hey, my name is Saltuk and together with some friends we are trying to create a 2D tile-based RPG game. No studio or company, as it is an indie project.However we still lack some artists that have experiences with tile-based…
What? Those two things are not comparable. Some terminology to make things clearer: * UV Channel / UV Set / UV Map == Stored UV layout. A single one is often split into multiple for UDIM purposes. * UDIM == A standardized way of laying out UVs as 'tiles', which programs can treat as a series of unique UV sets. * Texture…
The handness problem only happens if your middle vertices (along the seam) are not split uv-wise. That's what I meant with if you split the uv-vertices there, there is no problem. That is you can select each "half" of the divided plane in your uv-editor and move around freely. The middle vertices still share positions and…
@Taylor Brown thanks, I posted the images below. @andrecastel Thanks for your comment. Gives me a better perspective of what the actual session is like and how much feedback you can expect. I had a one-on-one call with GAI's manager recently it sounded like they had tried to address that by hiring on someone available part…
Not necessarily. The catch here is that when looking at these devices (big Cintiqs, this MS panel, and so on) we assume that it is indeed possible to work comfortably at a distance similar to what is shown in this picture above. But the fact is, Wacom tech is order of magnitude less precise than a physical pencil - because…
Good progress! Nice to see you applying the critique :] I think you can push a bit more, especially in terms of contrast and lighting. For example, making the underside of the blade darker will help with dimension. Think warm vs. cool. So if your lighting is a nice blue, then you can make your shadows a warmer…
a) I of course know I am not an admin, nor am I telling people what is right or wrong to post. But in this particular case it was blatantly obvious that this was mearly a joking thread/post. The "David has a vacume you can see in his webcam" clearly falls under the type of posts such as "I ate cookies today". Its clear it…
Well, lot of it is engine and hardware specific, but in general you can think of optimizing your static graphics content in 3 steps First is drawcalls, which is how many packages of data you are sending to GPU. Each new object and/or new material is a new drawcall. There is certain overhead associated to preparing and…