Here is my blockout in Maya. I’m going to take it into ZBrush and refine it further. My plan is to only do retopology on the more prominent pieces, such as the side decorations and the middle section, and bake the rest to keep the polycount as low as possible, because right now it’s far too high, as you guys can see. I…
Hey guys, Im new to making video game characters and have had a question about clothing for a while now. I'm making cloth pieces with collars and I wanted to know if for the thickness of the collar is it generally just single sided with a really good normal map or is it double sided? The shirts are to be designed to be…
Hey all, I'm starting a new long term project. One that I've been wanting to do for a while. This is where the progress for multiple characters will exist...over a long period. ________________________________________________________ Vertical Slice ________________________________________________________ The Brief A series…
Portfolio: https://www.artstation.com/oweneljayi Email: owenbussines@gmail.com Discord: .mr.owen I’m a 3D Environment Artist focused on building high-quality, game-ready worlds in Unreal Engine. I work across both stylized and realistic projects, handling everything from modular kits and materials in Substance Designer to…
Hi guys, i'm concepting a new character idea at the moment for personal fun. Thematically it's a bit of a mixed bag but the underlying idea is female assassin taking influences from sci-fi, western and modern day. So far it's all sub-d modeling in Max (for practice) and in the near future will do detail passes in zbrush.…
Hi. I'm having a problem making cloth for a character, where both sides of the cloth must have it's own UVs. I also want to use alphatesting to make some tears at the edges of the cloth, so I can't model "thickness" since then you would be able to see into the model at the edges. With that in mind, I simply copied parts of…
Right side. Left side is the devil's work. EDIT: Wait. Now that I think of it. I guess i do work on the left side and mirror to the right side. Damn it!
I've searched around for answers but couldn't find any so I'll ask here. I have a sail of a ship that I have baked a normal map onto. The low poly is a double-sided face because having both sides of the sail would take up a huge amount of UV space. My problem is that this naturally causes lighting problems and it only…
Hi, I wanted to ask if there is a tool that allows u to use the uv grid setting in the UVW unwrap modifier in 3dsmax to slice up your model into seperate elements or objects. This is very useful for very high detail texturing. Thanks
Small update / extra question: Thanks again for the suggestions. I looked at a few portal VFX tutorials, but most of them are more focused on Niagara particles or gameplay portals. What I’m still struggling with is mainly the material/shader structure itself. Right now, my biggest issue is that the portal still feels too…