@sfeist_3dart If you ask in terms of "what works best" it's mostly a matter of consistency. Don't mix up too many shots and preview meshes. Create your identity by choosing 1-2 ways to display and keep them throughout your portfolio. There can be exceptions, but it's not recommended
@HotdogNugget First of: thank you, finally someone who demystifies this and actually proofs my gut feeling ๐
Second: is there something similar happening when using displacement and normals on top? I never know how to combine these properly in blender
Normal maps in blender have been bugging me for a while, and I finally know why! The normal map node actually applies normal maps incorrectly when the strength isn't set to 1.
This causes some nasty artifacts which can be easily fixed with a custom nodegroup.
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Just GenerativeFilled the 3D model of a test character for our new project and this was one of the results. What kind of game would you expect? ๐๐คช #photoshop#gamedev
Our dev @KaiKizzIe started a series of short info tutorials on YouTube.
Have a look if you like to get some insights into our development process. Not sure if we should also share them natively on Twitter. ๐ค
First topic: LODs for foliage
Link down below ๐
@Daehan3D Honest advice: keep specialising but get a good basic skillset as well. If you do not happen to be specialized it can be hard to land a job at AAA studios, while smaller indie studios profit more from generalists.
@JonathanBenaino@Substance3D@ArtStationHQ The thing that bugs me most seeing your breakdown is that I will never be able to implement stuff like that in our city builder as performance and camera distance just does not allow it ๐ญ
However smart approach!