Currently going through the Yakuza games (on 5 right now)
TIL real-time mesh editing is inconsitent between editor and build because the editor uses the "source" mesh, while the built splits edges at UV seams, it took me a WHILE to figure out why it looked wrong in build
TIL real-time mesh editing is inconsitent between editor and build because the editor uses the "source" mesh, while the built splits edges at UV seams, it took me a WHILE to figure out why it looked wrong in build
Making the environment transform around the player as they enter the overworld was a fun challenge!
Artstation post with breakdowns: www.artstation.com/artwork/oJeRqz
Hope you like it, reposts appreciated!!
#techart #gamedev #vfx
Making the environment transform around the player as they enter the overworld was a fun challenge!
Artstation post with breakdowns: www.artstation.com/artwork/oJeRqz
Hope you like it, reposts appreciated!!
#techart #gamedev #vfx
Yet another situation where each shadow method/setting has its pros and cons so I had to brute force the quality a little bit
Yet another situation where each shadow method/setting has its pros and cons so I had to brute force the quality a little bit
Every single fix I tried had its own issue until I just said heck it, made 1 render without character, 1 render with her and manually masked the problematic areas just for this scene
Every single fix I tried had its own issue until I just said heck it, made 1 render without character, 1 render with her and manually masked the problematic areas just for this scene