Hi! I watched some tutorials, where they were texturing landscapes, tiling a lot at 2k and then exporting at 4k. Usually I would say upscaling image cant be done at least not any detail gain, but I don't know if Substance painter can do it?
There's apparently an executable version of waifu2x with a few more scaling options which is more convenient than using the online version:
https://github.com/lltcggie/waifu2x-caffe/releases
Topaz gigapixel is similar too, but it uses a different method to upscale images and is usually better for realistic photo stuff…
Nice work, this looks really sweet! If you’re open to feedback at this late stage, your presentations/flats could potentially benefit from some changes. The three-sword image is a bit confusing. The front and back views look like they have different lighting; this could be because you painted some lighting into the color…
Welcome to Polycount! The best thing for you would probably be for you to make a new Topic in 3D Art Showcase & Critiques and put your reference images, plus post your current 3d model effort. People could give you targeted feedback there, and you could post new screenshots of the improved model for more feedback, rinse…
Id much rather play on a smaller area centered on my screen than having it upscaled and blurry to fullscreen. I tried disabling upscaling in nVidia control panel and it adds a black border but it still upscales.. Anyone know how to do this? Ive seen it before but never knew how to enable it
@gnoop for sure! I've found the same, leverage procedural stuff for quick results but polish there is brutal, it's just so much easier to finalize in ZBrush. I'm usually sending things back and forth. I really enjoy starting tileables with sculpted heighmask chunks from zbrush. Then I'll usually have to paint stuff out.…
I just tried sending this by PM but it looks like your message box is full. You must be getting quite a few replies :D And here's one more! Haha Website: http://www.3dbriankenny.moonfruit.com/ Email: BrnKenny@Yahoo.com Hi Junkie_XL, I just saw your post and am certainly interested in working for Escalation Studios as a…
Well, for character animation usually you don't have the same kind of strict limits as you have for environment art, so it's a different issue in many ways. For environments, usually you have to pay close attention to reusing assets and materials/textures as much as possible, so you don't blow the memory budget or kill…
Tired of being just another cog in the machine? Remember when making games was fun? Miss the excitement, productivity and agility of working in a small team environment? Escalation Studios wants to talk to you! Located in Dallas, TX, Escalation Studios is a successful independent developer that believes great work comes…