Overthink the capacity of one single pouch again mate ;) A grunt usually carrys alot of little nitbits infront of his vest, he doesnt need a pouch for each single mag ;) also dont use other games as ref for such things.. they´re.... crap... the material feels too soft. usual todays uniforms the u.s. usues are made from…
Through is usually best. You can delete hidden faces, parts that are completely inside others, or never seen for some other reason. Though for lightmapping it's usually best to have watertight models (no holes on bottoms or backs), also that's better for reuse because sometimes you can rotate models to make more variety in…
If the objects are exactly the same, it might be easiest to just unwrap one and then instance it around the scene, since it will automatically share the same uv space then. You could also try the copy > paste found in the UV editor. If the geometry of the pieces are exactly the same it usually works quite well, USUALLY.…
Woah got the boringest part done! ie merging the two bodies and turning the self-intersecting mesh into a workable sculpting base. Annoying as hell... Next time I'll just start from a cube ha! Now on with the real sculpting. It's interesting how different it feels from the usual symetry-driven sculpts. Pus the intertwined…
yea there are dedicated vehicle artists out there, sometimes prop/vehicle artists. for stuff like burnt out cars and background vehicles, usually an environment artists job to create, usually be re purposing/texturing an existing asset if possible. I have created some vehicles and am an environment guy but I guess it all…
the topology looks pretty clean, although I usually have edges running along the undersides of the butt cheeks. Also I'd usually have the legs spread apart a bit in a more natural stance, and place the pivot point where the thigh bone meets the pelvis a bit more to the centre than you currently do........upon saying that,…
I most often get "It works on my machine," which prompts me to go to his office (there's one programmer that says this most often) and repro it in front of him. He usually says something like "Oh, okay, I know what that is," after that. On our last project I would demonstrate a bug for a different programmer to which he…
What Paul said is very true. Usually, there are less character artists per team than environment artists. Environment art is a whole league of it's own. It can be lots of fun. It isn't an easy position to get into either, but there is more need for environment artists usually. So that raises your chances. Try modeling some…
I haven't seen the last update of World Creator. But I used their soft from time to time for years and their predecessor too where there was a nice feature of creating tiles that being rotated 90 degree in random direction stay seamless . But once I tried Gaea , It was an instant buy and I never looked back. It's so much…
Hey guys I'm working on this character with a bunch of subtools and I'm not sure on the best way to approach the retopolization. For example I have a boot that's divided up into a bunch of sbutools. I want to know how people usually retopo boots. Here's what I got. Do people usually retop the laces together or seperate? Or…