Most of what I learned comes from people I know, and what I learned when I worked at Larian Studios, from the other technical artists there. But mostly, creating complex materials is about logical reasoning: thing of every pixel as a mathematical value, and think about what your operations will do to that value. A helpful…
We are happy to announce a new version of Amplify Color. In this new update we expanded our volume based functionalities and we now support volume based 3rd party effects and custom events. We also improved overall performance, added the ability to blend Base Luts with Volume Luts and added specific optimizations for…
Who here played a violent video game, watched a violent movie, or heard lyrics full of swear words before the age of 10? I'm guessing every one of you. How many of you took those influences to heart and carried out the same violence against others in real life, killing and maiming other human beings? I'm guessing none of…
i always look at these things as if i'm looking at them at work, and go on immediate first impressions. And first impressions say "good" . Lots of things jump out as improveable, but working off hard instinct as a way to landing a job, two things are foremost in my mind which haven't been covered : 1 - why haven't you…
As always, there's an ideal form and then there's real world. And real world is a b*tch! Here's the point: usually you don't just cut your model's edges into tens of vertices to get a smooth curve. You place some key vertices (like in a bezier curve), some creasing (to keep certain edges sharp), and then you hit the…
I had typed out a badass reply... with all kinds of helpful stuff... but i'll just get to the meat and potatoes of it. my computer sucks... 1. Your tests are all valid, the work doesn't look lazy. If you're trying to solve a problem, focus on that problem... get the information you need, and move on... sounds like you're…
I worked with both low poly and retopology. Low poly, to me, has similar challenges of pixel art: deceptively complicated. Every vertex counts, every edge matters, and it used to be super clunky to move them around. Retopology might be tricky depending on how you do it. I was always very surprised with 3d coat tools that…
Finally managed to get some time this past week to work on the level, about 40 hours over 4 days. The major progress is the framing and support structure of the buildings (Where it's visible under the roof from outside, and for the 2 rooms you can visit in as well). I also added some decorative pieces to the tops of the…
Question 1 seems to have been covered pretty well already so I'll leave this one out. 2. In general, I would get into the mindset of adding geometry only where it is needed. Just because the new systems can handle more doesn't mean that efficient modelling is no longer required. It still all counts, whether in rendering or…
all that matters is the end result. In a production environment you are not going to be very popular if you take 4x as long to finish a character as the other artists, because you were hand sculpting every fold, stitch or wrinkle. 99% of the time with finished pieces you cant even tell if it was achived by hand or with…