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knocks

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Posts posted by knocks

  1. Regardless of engine I would only use physics based from the mesh on the simplest of objects, doing so can have a huge impact on the performance of your project.

     

    I always create my own collision from simple primitives in my modelling application, the lowest level lod or csg depending on engine.

     

    Might sound like a pain but it saves you time in the long run

  2. Quixel's DDO looks really interresting, i'll try the demo, but the price hurts ... ouch. Also what's the difference between a freelancer and an indie ? who am I ????

    I have some artistic skills, but adding details like dirt and scratches is what makes the difference between a model looking uniformly new or looking real. Also specularity is something I never understood and cannot handle.

     

     

    Have used DDO as beta and find speed it’s best asset, not sure the difference between freelance/indie, I’m still sticking with substance designer. smile.png

     

    The dirt and scratches is like a find edges filter on your curvature map. You could achieve similar results by creating a cavity map in xnormal from a normal map and using it as a mask in photoshop.

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