Another Shameless crosspost. Posted a few realtime VR tools, check the post for more renders! "In Game" Videos available for the Nail Gun and Drill on Artstation.
https://polycount.com/discussion/229629/assorted-vr-tools#latest
Nail Gun: https://www.artstation.com/artwork/Rn5LzA
Hand Drill: https://www.artstation.com/artwork/YKr3rX
Pipe Cutter: https://www.artstation.com/artwork/LemYEv
Plumber Cement: https://www.artstation.com/artwork/Ze34OG
Blowtorch and Solder: https://www.artstation.com/artwork/DAm0aG
RabidRabit
@SkinnyM Both topology layouts are generally acceptable for most hard surface models.
While the quad grid corner is a more conventional choice, the triangular quad corner tends to produce more appealing results for this type of shape transition. Something that can be verified by previewing the subdivision and looking at the mesh from multiple angles.
Comparing and validating different topology layouts also provides an opportunity to learn which loop routing strategies produce the desired results and when it makes sense to use them.
Although most flat surfaces are relatively tolerant of less than ideal topology layouts, as @sprunghunt mentioned, carrying some of these loops across the mesh does tend to produce more consistent smoothing behavior.
Which is why segment matching and controlling shape deformation, that's often caused by abrupt changes in the loop routing, is an important part of preventing smoothing artifacts on high quality surfaces and curved shapes.
So, although it isn't always essential for certain types of hard surface shapes, it is generally considered best practice to have relatively consistent loop paths. Even on flat surfaces.
It is possible to simplify the quad grid layout by reducing some of the edge loops into n-gons or triangles but since the triangular quad layout tends to be more efficient this type of topology strategy is often limited to specific edge cases.
Context is also important. Something that's passable in one situation may not make sense in another. Topology requirements for game art tends to be slightly more relaxed when compared to other fields like visualization, VFX, etc.
Recap: Test different topology layouts and compare the results. If the mesh subdivides cleanly and fits the technical requirements for the project then it's generally going to be passable. When it comes to hard surface subdivision modeling, focus on developing the proportions and shapes first then move on to work through the base topology flow before adding the support loops. This will make it much easier to solve loop flow issues and optimize the mesh.






















Happy New Year everyone! Welcome one and all to the 82nd Bi-Monthly Environment Art Challenge for the months of January and February!
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.
Memory Lane by JonasDeRo
https://www.deviantart.com/jonasdero/art/Memory-Lane-262883938
tree house by Oksana Govorova
https://www.artstation.com/artwork/Oenr6
Guild hall props by Carlyn Lim
https://www.artstation.com/artwork/leZ1J
Factory buildings by WHJ
https://www.artstation.com/artwork/L2OALk
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
Hi everyone!
I started working on a personal project and I would like to share with you my progress. I want to create a shoemaker workshop with every small detail so I need to model many props. I am new to environment design (I am motion designer) so this is a way to practice and get better in this field. Modelling was done in Blender texturing in Substance painter and rendering in Unreal Engine 5.1.
Refs:
Composition blockout
Result So far
I would love to hear your feedbacks ! Feel free to share any throughs!
Currently working on Kaido Dreamers, an anime racing game with RPG elements. Here's Dock stage wich is a location for drift racing and gymkhana
We added some rain, and introduce some splash particles instead dust.
A Demo is coming soon. For getting updated, just subscribe to our newsletter here: https://kaidodreamers.wixsite.com/kaidodreamersgame
Or join our Discord: https://discord.gg/qTucBQVPjC
Much love
KaidoDreamers
rollin