These highly customizable hands are ready for your First Person Games. AAA quality asset is created especially for next gen projects. Available on Asset Store! Unity 5 ready! Features: - 2 low-poly meshes: 2 350 tris each. - rigged and skinned for your own animations. Now it's clean and simple, Mixamo's like rig. - 9…
So in continuation from my original post below I discovered that car paint isn't compatible with render elements. I was able to get some success by using the specific element shader node and plugging the car paint shader into the special colour options of an arch and design but not really usable. So I answered my own…
Concept by Veronika Firsova: <a rel="nofollow" href="https://www.artstation.com/artwork/OyZwDg" title="Link: https://www.artstation.com/artwork/OyZwDg">https://www.artstation.com/artwork/OyZwDg</a> First time posting here to Polycount! I was browsing Art Station for inspiration and came across this amazing concept. I…
Hey Polycount :) This is a new piece I'm working on at the moment, inspired by Band of Brothers. Feel free to just look at the pictures (and post comments) Project intentions; I know there are a lot of military characters in a lot of portfolios and it's not particularly original or inspired to do a military bust. However,…
Been trying to vary my folio and get on the next gen band wagon lately. <u>PSP Environment</u> I'm at the stage where I've layed out the basic textures. Now need to add some detail, decals and decoration. http://www.sosmod.com/psp/NewRender1.jpg http://www.sosmod.com/psp/NewRender2.jpg…
Hey Snowfly, I like your page mockup a lot - nice, clean and simple. I agree with what has been said before. As for CSS layout that is nowadays preferred, using divs and spans with class id's, I must say that I think there's good reason for that. The source code for pages done with external CSS files applied is way shorter…
For me, the main argument for abandoning older work, is not spending more time polishing something that's fundamentally flawed (no amount of paint can cover it up) and instead apply learnings to an all new project. Honestly, I think this applies to you're portfolio too. Re-lighting won't fix issues that were introduced at…
Actually, just got answered: from the author: Hi! There's a need to pack textures as tightly as possible in order to have as few texture fetches in shaders and less (texture) memory. There is a trad-eoff with quality however, some textures need high quality, and others don't. Normal maps typically need high quality as…
Ok, I think I'm pretty much finished. I just have to finish putting together colse-ups and breakdowns, but I have some decisions to make on what to show/not show for wireframes and appropriate tri counts. (More on that below) Here are the final screen-shots from UE4. I decided to add some extra movable lights for each…
Yanneyanen you've got everything uniquely laid out, but aren't taking advantage of that. with your texture, you could easily mirror most of it without a noticeable change and get double the texel ratio generally, the texture itself comes off as very flat. very monochromatic. looks mostly like colors with an AO bake applied…