You can offset all of the overlapping pieces one unit to the left, right top or bottom leaving one behind. The majority will land outside the renderable 0-1 space but sit on a tile of the one piece that is left behind. You would probably pick the most generic piece with the less unique shadow detail to stay within the 0-1…
Generally this issue shows up when your mesh normals are very extreme. Basically, the resolution of your texture isn't high enough to accurately represent the gradients needed to compensate for the smoothing. If you up the texture res you should notice this getting better. Generally what helps in these cases is to use hard…
The first problem is that there's nothing in this portfolio that I see strictly from any images that you have made or any experience making game ready characters. I can see who have a solid start in ZBrush sculptures and using basic polypaint functions. But nothing says you've retopologized, UV and textured, have made…
You have some decent work! Also, the layout is pretty easy to navigate, but I'd like to see 2-3 more of your best pieces on the front page. HR recruiters usually don't have much time to get through all the resumes and folios that are sent to them, so it's better when they see your art faster. Loading times can also slow…
Thank you for your messages, but now the question is: how can you automate the texturing process with new dDo? I mean, with the old one we built a pipeline with this workflow that was VERY effective: Pre-production: - the team defines a list of materials that will be useful for the production - a tech artist sets up a Maya…
Multi-Sub object or Multiple Material IDs have benefits and drawbacks. Things like tress are the best reason why you would use multiple IDs. Depending on other circumstances, multi-ID may be a better course to go for modular workflow. For example, maybe you design multiple texture pages with the same layout, therefore…
@aajohnny: Thanks for the feedback. Right now I'm working out more of what I'm going to do next through some paintovers. I'm definitely considering adding a bit more color to the rocks and especially to the foliage. For the rocks, a bit more red, and for the foliage, a bit darker, more saturated yellow-green. I think I'll…
1. Yes across the same asset in the same UV channel. In general, blurry parts look bad next to sharp parts. Between different assets, same issue. If using multiple UV channels, the channels don't need to match density. 2. Lightmap will usually be larger texels than the texture maps, because you need more unique UVs to…
Thanks for the fast reply... unfortunately I dont understand some of it!! REally? Thats easier said than done! How would you do this? Wont this add to polycount? Do I really need a quad for EVERY tile on the kitchen floor, that gonna be hundreds of quads.. I knoe you dont mean that, so Im missing somthing. Look at my 1st…
@ Super happy cow I've actually put a lot of thought into such things, with the primary rendering being deferred cramming as much information into as small a space as possible is very very important. @Maph Multi-Platform will be a later concern, for now we can't afford development consoles. Deferred rendering is the way…