Hey Polycounters, I'm to give a presentation about face weighted normals and the so-called "medium-poly workflow". I've already gained a quite good understanding of the workflow thanks to Ready at Dawn's the Order Environment tech talks and all of the great threads here in Polycount. I see the possibilities of the workflow…
Hello, I'm not sure if someone ever hear about Steganography. Basically this is technique how to encrypt secret messages to a image and later decrypt by master key. Why this? I got an idea that could be interesting way how to pack another textures to the RGB channels (albedo) instead of using alpha or another extra…
Hi, I am looking for 3d artist to create 3d model of main character for my game Dragon's Wandering Tavern. I am switching from pixel art to 3d, here is a steam page, so you get an idea for the style: https://store.steampowered.com/app/1672180/Dragons_Wandering_Tavern/ Twitter I just…
1. You can get screenspace reflections within marmoset, but as far as I know, not within marmoset viewer. See the screenshot; you're looking for "Local Reflections". You'll have to make sure the viewport is set to a high-enough quality, or they may not show up. 2. You'll need to add a light! You can add a light by clicking…
In a production setting on a game with a relatively minimal art style (i.e. Not uncharted) We usually allow 2 days for basic stuff like brick walls. Something more complex like a woodland floor could take a week. They tend to be 4metre tiles authored at 10 pixels/cm. We don't generally put much in the way of wear or dirt…
@EarthQuake totally agree. Im just trying to understand more on a technical level how everything breaks down so I could give a shot at making something similar. Any chance anyone's seen a UE4 tutorial with a similar visual style? @Ged what is the difference in a PBR versus diffuse setup? I am under the impression that…
saw it today :) For me THE movie of 2012. I grew up with games like Tapper - all in it's CGA glory on my dad's IBM PC XT. I loved all the small details - the jerky movements of the 8-bit characters, the pixelated dirt on the character's clothing all the way to the 8-bit/16-bit hommage credits. I'm so waiting for the…
This is very cute, I remember seeing this a while back when I first got my butt back into posting on Polycount. - I'd say tone down the refraction from the heat particle effects... it's really distracting and causing way too much distortion. - somewhat texture stretching on the wooden structure on the right at the…
Hey guys, I've started making lowpoly and couldn't hold myself and try to texture at least 1 piece for PBR:) Here is what I've got so far: My goal for lowpoly is about 20-25k for the whole model and pixel density of 4k per meter. I'm planning to texture each part separately, so if I decide to make another part in the…
Hey shivna. Normally the car bodywork goes in 0-1 uv space (or sometimes a non square format like 1024x 2048 )then carbon, headlights badges and other detailed stuff goes in one or more separate textures, with much higher pixel density. Then you choose your texture sizes so any logos or liveries on the bodywork will be…