Great post KP, it's an interesting moment in game development, the causual audience growing so fast, we have to ask ourselves this in order to please the most customers. We don't make games for ourselves, we make them to make the most number of people happy. But i don't think it has to be mutually exclusive. If i were…
Haha yeah it's true. This one actually didn't start out as another personal project, it's actually the model and texture from a (realtime) art test that I did (and I guess didn't get the job for), and I decided that I wanted to do a vray breakdown of it where I would eventually put the vray scene, the shader and the model…
Hi guys, this is a snippet from a tool I'm writing to streamline some processes for our artists. We have models are unwrapped on channel 1, then unwrapped on channel 3 for baking. Once we have baked a texture we drop channel 3 onto channel 1 and apply the baked texture. All pretty simple stuff! Now I've basically tried to…
One year without internet? I'll probably work something else without art software all together All my main apps would be downed, no data transfers to anyone, me doing 3d for myself? Ridiculous!
I am simply just adding a response, nothing more, i am not on a high horse or a low horse i like what i do and i present my own work, i do not see my work as any better than anyone else's just fyi. Dark black-grounds usually aren't that great &/or it takes some really technical eyes and know-how to get right, imho. Quick…
@elios tbh Marmoset is super intuitive and runs really nicely, it does a specific job really well, imo blender : marmoset isn't really a direct comparison. Sure there's overlap, but marmoset was built for realtime viewing and baking originally, it does this super well. Afaik it has features for this that nothing else does.
Looks good so far! My biggest critique would be the pile of popcorn, looks very flat and angular, the poorer quality of the model and texture sticks out compared to everything else. There are some small parts on the model which have a lot of extra detail which could be optimized. Which would give you more room to improve…
I found a way, when reading 'edit poly' mod docs but it's not documented for editable_poly: basically replaced #bridge for #bridgeBorder, and for baseobjects, for numbers: 22 and 23 that I got using GetCommandMode() : MacroScript EPoly_BridgeenabledIn:#("max", "viz") --polycountButtonText:"Bridge"Category:"Editable Polygon…
So i made a little step by step list to follow and for anyone else around me. Photoshop 01. Make sure your photoshop is in english, and that means its installed as an english version. It does not matter if you just change the language setting. 02. Make sure photoshop has admin rights to launch 03. Make sure photoshop is…