Hi Polycount! We (3 friends) have started a project for an open-world single-player survival game for Android/iOS, and I'm working on the 3D assets. Any advice/comments would be really helpful. I'll update the thread weekly. Burning Barrel : 512*512 Base Color 256*256 Roughness/Metallic Texture 512*512 Emissive map 537…
Re. flatten : not a skill issue at all. While the above replies make a fair point about some designs benefiting from subdivision modeling, your observation still stands : as far as I am aware Blender doesn't have a reliable Flatten brush. (Or is does it now ? Perhaps someone will chime in on that.) IMHO even the Zbrush…
Hello everyone! This is a thread where I will be showing and explaining my final semester project titled "EUROPA". This is the idea that I have worked on as a part of my Masters course in Game Art & Design, with a project deadline of August 21st 2024. I always enjoyed working on both the equipment and characters, and the…
Wanted to drop a quick pipeline piece we did solving a data-bloat problem. We needed a reusable, highly deformed eye rig setup for a stylized project, but relying on geometry caching to bake out the lattice deformations was killing our data foot print. We’ve shared a quick, high-level teaser of the rig over on LinkedIn if…
Been integrating Meshy and Tripo outputs into UE5 pipelines for a while now and the generation step is no longer the problem — topology and textures come out reasonably usable for props and background assets. The problem is everything between export and the asset actually being in the project correctly. My current manual…
Hey everyone! Just wanted to share a quick update on this project. I was recently invited by the 80 Level team for an interview and a deep-dive technical breakdown of this environment. Since it turned out to be a massive 19-page piece, I won't cross-post the entire text here, but I really wanted to share the link with the…
I've been getting back into texture work and am always interested in reading ANYTHING about HALO art. Even this old stuff! :) I noticed one of the screenshots, https://s3-us-west-2.amazonaws.com/polycount/halo4/m80a.jpg REALLY reminded me of DOOM 3 and I checked and sure enough Kenneth Scott was a senior art director on…
Wrapped up my Warlock project. Mostly focusing on a nice render after years of picking at this here and there More: https://www.artstation.com/artwork/WXwoVy
Hello! I'm in the process of making my second character model. Taken a lot of mistakes and learning to get to this point. I've been stuck on something the past few days though, and I'm unsure whether I'm doing something wrong or if I misunderstand the process. I got a sculpt close enough, then moved to Blender for…