Runover process of Custom COPs node to create variations of tileable stones (Height and Normalmap) Takes time to get a concise and believable normal vectors and flow for rock/stone textures. Therefore, I created a node that does that plus a few more post processing to ease my job on creating these. The rest, color,…
I wanted to share something I came across while looking at models and textures from Borderlands 2. There is a 3D model called WreckedVan that is used all over the game. It comes with a 2048 diffuse map and a second packed mask texture. The size might seem large for 2012 but given that it was standard practice to give…
i have 18 years under my belt doing art, i especially like doing horror, but open for anything i guess :) i specialise in realism and high detailed artworks. i am very flexible unless it is chibi, i might struggle i take inspirations from the old masters in my painting here are two of my sketches the rest can be found on…
My view of things: (i could be wrong..) Suppose things like extra detailing can still be done, if people like to keep those anatomy muscle memories thriving due to repeated "recreation & brush-up", then it can still be useful. Not a big "make-art-button", guy as others of late have been by promoting it, so i would still…
As said above, good texturing with PBR materials, good lighting and 2dfx (like the smoke) and well optimised models. Here's a good quick example of high poly to low poly baked material use Source: https://www.reddit.com/r/blender/comments/1sgac0v/this_is_your_sign_to_learn_how_to_bake_normal_maps/ Or better yet here's a…
might edit and post more been 7 days so i figured i could share more: https://www.youtube.com/watch?v=5sGetLSFatw Check out the full EP though its pretty neat and a bit different. __________________________________________________________________ https://www.youtube.com/watch?v=KpUaL8KNORQ no info on aye eye not in support…
@christrom It looks like you're headed in the right direction. Like Eric already mentioned, what you have would be fine for baking in most high to low game art workflows. As far as a light technical critique of the model and topology: if the goal is to create accurate, detailed high poly assets with a relatively even…
Would this work? I guess it is sort of this in a nutshell. evilmushroom said: Have you tried to parent constraint Cube to rect A, then Cube to rect B? The result is the cube is parented constrained to rect A and rect B at 50%. Then you have to keyframe the influence.
There are also a lot of pretty damned-awful 'Game Design' degrees out there in the UK at the moment. The degree also doesn't mean you're going to get a job at the end of it, since it's largely down to your portfolio. It also pays to remember that you will be paying that debt back for a long time under the new fees sytem;…