haven't done much graphics this week all coding coding got a very basic UI now gave the hero texture an update(also added his hand) here is a screenshot zommed in, so you can see how wip some textures still are :( but i want gameplay first
For the hero prop close ups, I thought it would be fun to build little dioramas in Marmoset for them. I also captured some 360 HDRI's of my cave scene to use in Marmoset's IBL system. It was surprisingly easy too. (If anyone's curious this is how https://www.youtube.com/watch?v=sCaeXK1mx48 )
I imagine as long as the UVs werent causing issues that could be done but wouldn't be ideal. https://magazine.substance3d.com/texturing-hero-assets-on-the-movie-pacific-rim-uprising-with-dneg/ Here is a link regarding a little bit of the workflow when making Pacific Rim. Shit ton of UDIMS and unwrapping at a grander scale.
Screenshots would help. One of the env artists describes some of the reuse strategy here https://www.artstation.com/artwork/3nVPB Mostly tiling assets, with a few hero pieces. So then its up to talented world builders to flesh out the dungeon blockouts and make things look just unique enough.
almighty_gir : haha oh yeah Mateus : Thank you Mateus Mark Dygert : Yeah you are not the first one to say that. It's a stylistic thing. I think of it as a super hero cape, something to give her some flare. Kend : Glad you like it Sunray : Thanks Sunray Magihat : Thanks for writng.
Thanks for the feedback and here is another question. Generally in modeling for video games, for such assets that are not a hero asset and are %99.99 of the time not in player's face, is it wise to spend more polygons and get every curve , edge and angle exactly like the reference images? or people usually save the time…
FFFFFFFFFFFFFFFF. Clearly I need to stop being lazy and up my game as well so I can be on this list someday. Welp. Lemme just add my personal hero, Sze Jones! And here's her old Demo Reel - https://www.youtube.com/watch?feature=player_embedded&v=24b6IOCp1CA
Hello, I am struggling to find out good pipeline for hero character, 1. Character is sculpted in Zbrush 2. Retopology is done using Topogun 2 3. UV-s are done using Unfold 3D (UDIM-s) 4. Texturing is done in Mari. I have multiple maps * Base color * Displacement and Multy channel maps from XYZ texturing Now i am trying to…
Sorry, first of all, for being new here and not introducing myself and just posting a request Im in charge of a COH Mod team, looking for models, I have been working on PC games for almost ten years. Twilight22: DarkAge Falling Homepage Twilight22: DarkAge Rising is a total conversion of Company of Heroes focusing on unit…
So I got an art test from a company with a concept sketch to work from titled "Hero". The twist was that they wanted it in 3D Studio Max, a program I had never used before, with the model due in a week. Requirements: - 2500 tris max - one 512 x 512 map - articulated eyes and mouth So after totally freaking out, I decided…