Hello guys! It is a pleasure to finally be part of community of Polycount. I have a problem with texturing bigger objects like walls. Attached picture is an example of final effect i want to reach: -two blended tiled textures, -one horizontal tiled texture on top/bottom, -few decals textures in specific areas. And that all…
I'm having a few problems with gaining the right concept of developing my work in an appropriate way, I have a decent idea and knowledge of what I am working on and how to go about creating it. I have been working with 3d applications and developing assets for a year and would just like to clear up a few things. However…
Another trick here is to realize these models were created mostly in quads, with edge-loop modeling tools. Then converted into triangles before export to the game, and edited further to improve the new triangle edges. One of a gazillion "blender extrude" search results:
I'd totally agree after reading Jon's lighting comments. He's got a good eye for that stuff. Definitely make the head table the focal point and work in a warm/cool balance. I did a quick paintover of the major things I see. There's a few other issues here and there: Scale on things is super off. -Chair on the right (and…
First off: Cool scene to work on.. DA + Awakenings were great! It's very early work but I'll list everything that comes to mind right now, some of these you will probably have seen yourself already. -If you're going to make static flags then model in a slight bend or crookedness because perfectly flat banners look too…
Your link to your portfolio doesn't work. Went to "http://www.polycount.com/forum/denmarkgibbs.designbinder.com." Remove the Bio. Any information about you that the employer could care about is in your resume. I don't think that having a picture of yourself is a good idea...even if they don't mean to, people will judge you…
I'd agree with iniside, using complete photobase textures can work as well, and its even faster for things that don't necessarily need to be sculpted or even have a hi-poly for. its whatever floats your boat and works for you, as long as the end result looks good who cares so much as the process in which they did it…
Thanks, it's a mix usually. I tend to work a a lot with photos first, to get a quick base and then go in and handpaint masks like scratches and rust and stuff, I also try and add subtle gradients wherever I can to add a bit of depth, but have to be careful with that depending on how the texture is supposed to tile. Other…
Zbrush Resources MasterThread I thought it would be cool to have a central place for people to post quality zbrush resources that make our lives a bit easier Alphas: EAT 3Ds 110 Bolts http://eat3d.com/forum/tips-tricks-and-free-videos/110-free-custom-bolt-alphas Rick Baker Wrinkle Alphas…
MDiamond: I have yet to work with the new Ddo. Mega scans look promising for what I said before prototyping quick ideas or even finished props quickly seems to be a plus on Ddo's side. Though this workflow is the same in substance designer when you have a library in your hands. I prefer substance due to the fact that when…