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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: UE5 Environment - Overgrown Temple

I have made some heavy edits based on the feedback I recieved. I adjusted some of the materials, added various meshes as ground cover like rocks and bracnhes, added a lot more foliage to the scene, made edits to some meshes to look more damaged, and made some lighting adjustments. I tried to make it all look a little more damaged.

KadenBurkeKadenBurke
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Re: The Bi-Monthly Environment Art Challenge | May - June (90)

It's so nice to see lots of amazing works! Great job everyone!
Although there are tons of things I could and should improve or adjust, I decided to wrap up my work for now and move on for now. At first I planned to make a low poly model with hand paint texture. Then I was struggling with UV cutting and hand paint technique. After some searching and learning, I found out more efficiently workflow but ran out of time. I am looking for the next challenge and keep improving my craft!

zoeywzoeyw
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Re: The Bi-Monthly Environment Art Challenge | July - August (91)

Looking great y'all! This is my first time doing one of these challenges. I've got the low poly version modeled with some rudimentary materials for the Owl Shrine. 
dirtspacerdirtspacer
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Re: Why do so Many Auto-retop Tools Spiral and Why do People Not Seem to Care?

that people don't care is probably not really a thing. they care, they realized that automatic solutions are for the most part not good enough, they occasionally test whats new and then go back to doing things by hand, if quality and not time is the constraint here.
NeoxNeox
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Re: Question for professional 3D character artists

overwatch can be anything from a tracer, which is just one character asset and 2 guns, to a d.va that is a character, a mech, two sets of guns with pistol and mecha guns. or say ramattra which is essentially 2 pretty damn complex characters, bastion is a ton o pieces which have to work perfectly together to be transformable etc.

not all of them need retopology in the classic sense as many of them are mostly hard surface models where you can reuse significant amounts in the lowpoly stage.

so yeah, how long is that piece of string?

without breaking NDA

somewhere between 25ish to 60ish days, some more, few less.
could it be done faster? sure, but overwatch has a really high quality / polish bar and especially the hard surface part is what many people seem to struggle with these days.
NeoxNeox
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Re: Marmoset Toolbag 4 - Deferred Material for POM decals

Hi EarthQuake
I hope this option will be available soon, it's really so useful to be able to do this, I'd just have to make sure that when you put a normal texture and an alpha, the base albedo is transparent, that it takes on the color underneath, because even if I deactivate the albedo, the color remains white.
Is there any way around this?

Thanks!

Marmoset Toolbag 4 - Deferred Material for POM decals

Hi guys,

Is it possible to create a deferred material to create a POM decals sheet to get the same result as this on UE5.

It allows you to add surface detail and interesting breakup without standing out from the rest of the asset, really useful for things like panel lines and indents. Like the screenshot.


Thanks!

POM.jpg


PicSimPicSim
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Re: The Bi-Monthly Environment Art Challenge | July - August (91)

Finished the high poly for the hard surface prop, might add some details like recesses for the buttons and such.

Re: Documentation on custom/weighted normals + texturing for environment art?

Have you seen this thread? 

https://polycount.com/discussion/154664/a-short-explanation-about-custom-vertex-normals-tutorial/p1

it's a bit old by now, but has some good example images and whatnot. I can't vouch for it all being relevant to current workflows however. 

And this one about decal texturing techniques from around that same period so same disclaimer!

https://polycount.com/discussion/155894/decal-technique-from-star-citizen/p1 

Edit: Just to add a bit to this... I've used some face weighting for hard surface stuff with nice results (nothing near the scope of Star Citizen assets). Biggest issue I've run into and something that I've seen come up in discourse centered on this technique... Is that it's a bit fragile in the pipeline where mesh changes can break vertex normals that then need to be redone / reworked. But again its been awhile and perhaps the toolset/pipeline for this technique is more robust now. 
jStinsjStins
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Re: AI Art, Good or Bad? A (hopefully) nuanced take on the subject.

Automating the drudgery, I actually like that approach. 

However as far as I can tell it’s still burdened with unethical/illegal data scraping.