Jump to content

  • Log In with Google      Sign In   
  • Create Account


Member Since 23 Jun 2012
Online Last Active Today, 12:35 AM

Posts I've Made

In Topic: How to avoid artifacts in character meshes?

09 May 2016 - 11:14 PM

it is exactly what ScoutingNinja said, or you need more edgeloops to create less burden on the "weights" system.

In Topic: 2d artwork

28 April 2016 - 06:21 AM

Just catalog all your work and keep it some place. After that... make posts in the forums that allow you to advertise polycount, here, and a few other places and just try to find people through that.

In Topic: Game concept

11 April 2016 - 09:13 PM

It's for children.
It takes place in a rural area.
It involves jumping.
It might be in the wrong forum.


I wish i could give this +10... seriously

In Topic: Critique of my Art

05 April 2016 - 08:54 PM

The normals are looking better but they are "set to face" instead of averaged, so you get the pixely look.

In Topic: Allegorithmic Substance for Non-Artist, Tools for Amping up Graphics?

02 April 2016 - 04:11 PM

Substance's ability to edit in real time is for the editor only, if you make a packaged game Substance's libraries doesn't pack with it, otherwise you would be giving every person a free version of Substance.
I don't know if UBER allows for this, I have never used it.

Have you used the Substance trail and some free models, to see if it works the way you want?


Actually with UE4 this is incorrect. You can edit directly in real time (game) using substance materials. You however, have to already have created the HLSL via Substance Designer. :P And any parameters you are modifying in real time need to be open for edit via Substance Designer. That said, no clue how it works for Unity