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The BRAWL² Tournament Challenge has been announced!

It starts May 12, and ends Sept 12. Let's see what you got!

https://polycount.com/discussion/237047/the-brawl²-tournament

Best Of

Re: Is there a limit to UDIMS?

For a turret prop for games 6 or 7 UDIMs sounds like way too many. This depends on the resolution of each UDIM of course, but as @Joopson mentions throwing more resolution/UDIMs at it is probably not a reasonable way to solve it. In production, you will have a resolution limit that you will need to stay at/under, so making sure that your UVs are efficiently laid out and that you understand the viewing distance and the texel density of the game is critical.
EarthQuakeEarthQuake
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Re: 3d action game development


got the diegetic ammo display done. also note how bad the spartans animation is. Actually the posing I am fine with, but its way too fast. Hard to know if its right until its in the game. But timing ultimately depends on what works best for gameplay, so even though it looks awful right now and I want to change it, I'll wait until I have enemies to fight and then I can tweak it to look best with what feels best.
The amazons spear throw I accidentally put too much forward movement into so she snaps back. I won't use root motion to fix that, rather I'll just reduce how far forward she goes. Either way would probably be fine, so I just go with simple appraoch.
In general, since the spartan is a more tanky strong guy and a professional soldier, I try to make his movements short and disciplined, compared to the amazon who is more wild and puts all of her might into her attacks. 
I've already put quite a bit of time into the amazons animations during prototyping and feel they are pretty close to good enough, but rest of the characters will probably need like 3-5 passes each. Hero characters getting the most attention. I try to do all characters passes at the same time, rather than trying to "finish" any particular one, because still learning a lot about animation and so the best that I can do now might be a lot worse than best I can do a few months later.



Alex_JAlex_J
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Garfield

Fan art project of Garfield. This is heavily inspired by the classic "Garfield and Friends" cartoon. I saw the cartoon a lot as a kid growing up in the UK. I believe my favorite color is orange because of this lovable, self centered, and highly sarcastic cat.


Thanks for viewing, feedback is welcomed.

Re: Glass is too dark - Toolbag 4

Hi! I have no idea what's up based on the images. But feel free to share the scene if you want a second pair of eyes on it.
Fabi_GFabi_G
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Re: Glass is too dark - Toolbag 4

Think this usually is the HDRI, people search for "free" HDRI's and use one that works for their needs, i found this to fix a few things i dislike with certain "appearances".  Just tossing out another possible solution to try.
The curve & settings section might help also, lot of settings to play with (under camera), I'd concentrate on the glass alone till it looks like you want it to then worry bout the rest.
iam717iam717
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Re: AI Art, Good or Bad? A (hopefully) nuanced take on the subject.

I got off the digital art train a few years back after growing bored/disinterested with it, but seeing as how things have changed since then with the rise of AI, I think I left it at the right time. Adobe and many other companies have lost it when it comes to scraping data for AI. It only reaffirms my belief that traditional art is going to make a comeback.
ModBlueModBlue
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Re: AI Art, Good or Bad? A (hopefully) nuanced take on the subject.

sacboi said:
zetheros said:
another day, another riccitello moment lmao

+1 for Krita btw

these vikings


For what it's worth, the lead developer as far as I'm aware is Halla Rempt, and they're Dutch.

Re: Is there a limit to UDIMS?

Film assets are using hundreds of UDIMs. I would say if there is a limit its really high.

https://x.com/RassoulEdji/status/1790061788773470230
ogluoglu
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Re: Ryan Jessop Final Major Project - ARC Troopers

Ruz said:
I would stop with the long thin strips, go for more square poly/even distribution. think about the silhouette and try to be minimal in capturing the
look. think about the wasted loops where nothing is defined adding extra lengthways loops
Thank you for your advice, Ruz. I have tried to get it as 'blocky' and basic as I can so far. But I think I'm just not quite there with my skills to be making stellar efficent models. I am pushing myself to be better, and with everyones input here, I have improved it a decent amount already which is great. 

I am curious though as to how many faces/tris to ball park for the model? I took some inspiration from your CG Trader vehicles which are super efficent. The main body/chasis is the main focus currently as it makes up the majoirity of the ship, and its curvature is tricky to get right as some of the changes in shape are very subtle (hence why it may appear im added unnecessary details nad loop cuts)

With the sub-div modifier off, the main body is 370 faces / 727 tris but obviously looks quite blocky and sharp.

With the sub-div modifier on the main body is 2,715 faces / 5644 tris. 

With the sub-div modifier and the solidify modifier on the main body is 5,430 faces / 11,276 tris. 



Ryan_JJRyan_JJ
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