Hey all, it has been a few weeks since I last posted so I thought I would post an update on what I have been up to these past weeks. I have been working on the lighting a lot more since last time, I really tried focusing on creating ideas for the types of lighting scenarios I am going to do. For the main lighting scenario,…
I did not know this was a student project. Serves me right for not reading everything. Is this going to be playable? To clarify, I think one offs limit your UV abilities and confine you to a single pallet. Unless your accounting for close to or exact texel resolution, you may run into optimization issues in a production…
Thanks all. As far as the detailing goes, almost everything got a zbrush micro texture pass and none of those images have any bump maps applied to them. I did the modeling in max using turbosmooth with creased edges and I worked from large scale forms down to the small scale details as I increased density. I did my…
Shadows are too sharp, did you use ray tracing? In a scene with that much light you'd never get sharp shadows, they are bombarded with bounce lighting and the edges are softened. Next time you're out and about take a look under a car, and note how soft the edges of the shadow are. Try using shadow map with a higher sample…
Hi anyone, im loking for a job. Link: https://allkolpach.artstation.com/ // Objective // Have +7 years Develop games and over 5 years expirience in game development Both mobile and AAA projects. // Experience // _ 3D Environment Artist _ Fox 3D Freelance 2018 - Project: METRO EXODUS • Creating real-time environment/props…
Hi everyone, I have a very strange situation happening. I am importing a model from 3ds max and want to apply dynamesh. The thing is that I hit a wall with 4096 dynamesh resolution at 2 mill polygons, I need more. Whatever I have tried doesn't work. If someone could help me I would appreciate it a lot. What I have tried: *…
Maybe shadowing? no light source, perhaps try painting a glow & cheat it on the inside as if it did have a light and see what happens, testing stuff can help figure it out, i do not know anything bout the updated applications, but when i tried this stuff it just worked. I also did not make my own texture/material i edited…
Yep, I'm not done with the roots yet, not even the left one - all of this is kindof a block-in. Also, what my directions actually were: 500 tris for small props and 1000 tris for larger ones. The reason I initially felt I should use 500 tris is that this game is third person and the trees will be seen from a distance.…
Dunno about the tower it feels soft and wonky, i would just split it into parts. I dont get this working from 1 piece workflow, its ok for blocking out, but awful and time wasting for final polish. Just start with a square made into polymesh, pick the insert primitive or insert cube brush if you are on older zbrush version…
wow... I'm sure everyone is overwhelmed trying to find out where to begin! Your brick texture is tiling on your UV's anyway, so yes, you could use multiple materials (a multisub in max) and just apply a tiling brick to all the brick faces and then have a second material for everything else. This will increase the draw…