Hey, i dont have any good tuts to recommend, i learned this technique from looking at game assets from older games.
One piece of good info i found a few years back is the Sunset overdrive talk, although a bit dated.
I usually model with splines so that i can take advantage of the generated uv. I also use simple shapes for the trimsheet part and if i need to do something more complex i would probably think ahead about how i would do the uv. Dont be afraid of a bit of uv stretching - this was hard for me cause im a bit ocd - but dont overdo it.
To make things easier it would be ideal if you could uv the model in its base form (think of a simple rectangle), then do some edits to the geometry while retaining the uvs so that you dont have to redo them (completely). At least thats how i try to work.
I work in max btw.
Regarding the trim texture creation, try to think in percentage of the unique uv layout (25%, 0.25, 1/4) not in pixels. This will make things easier when uv-ing.
If you use multiple uvs remember that only the first uv map can be rotated, flipped and the normalmap still works. Rotated normalmaps on the other uvs will not look right in engine.
So, because im lazy i try to keep things simple and i suggest you do that too since this is your initiation project so to speak. Later on you can do more with this tecnique because you will gain experience and see what works and what doesnt, what takes more time and what is just frustrating.
Good luck!
teodar23
@wirrexx @sacboi Below is a link to the video showing the boolean block out process described in the write-up.
This is just one example, there's other ways to use the same tools to accomplish similar results. When to apply the modifiers really comes down to how the model will be used and whether or not there's a possibility of revisions. Generally a good idea to save a copy of the working files before applying the modifiers and moving on to the next stage in the modeling process. Just comes down to finding an order of operations that works best for the individual artist and the project.
This is personal project, a real time character which I have done after 4-5 year, I mean a complete character for games.
also this is a longest project for me , I was working on this since last 8-9 months, I am always passionate about Indian Mythological stories.
So I started this one with a quick bust sketch, which became a full concept character later on.
She is a sister of Ravana, and also the primary reason for Ramayan Story.
Hires is done in Zbrush, Textures in Substance Painter, Lowres in 3Ds Max, UVs in RizomUV, Baking and Rendering in Marmoset.
Hair- Created in Xgen and placed it in Zbrush.
Total Polycount is around 125000 Tries.
Texture Sheets are 4k
Hi everyone, today I finished rendering this portfolio piece I've been working on for about three months now. I'm trying to get it as high quality as I possibly can.
I could really use some feedback as I'm having a hard time seeing it for what it is after working on it for so long.
Original concept by Bruce Yu.
I'm really curious to hear what you think about the material as well as the renders (lighting, composition), and how it could be improved further!
JorisArt
Hey everyone and welcome to the 78th Bi-Monthly Environment Art Challenge for the months of May and June!
This challenge is a way for real-time 3D artists to test their skills and create a piece of work based on concepts provided. It's open to those of all skill levels and we do our best to provide meaningful feedback along the way so everyone can come away from the challenge with actionable points on which they can improve their craft!
Anyone is welcome in this challenge no matter your skill level! It's a test of your own ability not a competition between members. We're all here to improve as artists and learn from each other.
Flooded library by Tarmo Juhola
https://www.artstation.com/artwork/D5KgZ0
The Lost Grove by Neil Richards
https://www.artstation.com/artwork/oem14
Chicken Coop by Philipp Rademacher
https://www.artstation.com/artwork/YKzJyV
"Swale eaters": Fish chasers pathway by Mariia Tverdohleb
https://www.artstation.com/artwork/4blYRk
Please read all the rules before starting:
The goal is to learn and grow both artistically and in your ability to both give and receive critique, but don't stress about it and remember to have fun!
Good luck!
Pinkfox
I'm sculpting an Orc inspired by the dark fantasy series by Bjorn Hurri. It's a blast and fulfilling to be creating some fantasy-inspired work. I'll be polishing it more and continuing to post my work-in-progress to my sketchbook here: https://polycount.com/discussion/206688/sketchbook-vincent-khornebread-barksdale#latest
Thanks for looking!
SubtleModeling
A bit late but I really enjoyed working on the hard surface environment, here's what I have :)
And a quick video showcase: https://www.youtube.com/watch?v=_SC1hmPpnlE
Getting the lighting right was a good challenge for me. It was also a good occasion to finally move to UE5 ^^. Also a good occasion to practice trim sheets and modularity so thanks a lot for the concept 🙏.
I'll still be working on this for another week to get some things polished. Any feedback is more than welcomed :).
simonBreumier
Updated lighting (still need to make some adjustments but i'm quite happy with where its at ATM)
Still need to do a lot of work as well as a general color grading past as well as tweaking some values (Some areas are still a bit dark cause my monitors are a bit too bright) As always any feedback or critique is massively appreciated :D