Some quick background. I've been on Polycount since 2012 when I signed up during my first year of game development at Durham College, which here in Canada is a 3 year advanced diploma program. I started 3D from scratch in the program pretty much as soon as I turned 21, and I'm 23 now. Overall my college experience could…
Hi Eric, thanks so much for the kind words and for taking the time to look at this! First, I want to thank you for creating those sample assets - they were invaluable as benchmarks for testing the importer throughout development. It's been great having high-quality reference models to validate against! You're absolutely…
Since I've been trip'n on this whole vector 2D illustration thing throughout the past year, learning the process or more specific 'proof of concept' it's viability as a legit digital drawing technique, so thought it'll be neat too round off this unintended artistic sojourn with some good 'ole character fanart. At this…
they guys who get hired arent those that are born with some special talent or rich parents who update their hardware quarterly. In order to improve at anything all you have to do is find those parts of yourself that inhibit progress and find a workaround for them. Their is no secret workflows, it's basic shit like dont…
- There is no difference between "straightening" and straightening. - Just post an actual test case of a element you are currently in the process of straightening out. That way you'll get actual practical solutions matching your need, rather than just suggestions.
He's using multiple UV channels. He explains it in the thread. http://wiki.polycount.com/wiki/ChannelPacking Snefer's process in that scifi lab is not used very often, at least not for a whole scene. The shaders necessary for this kind of approach are usually too slow. But the techniques themselves are actually used quite…
3d wrap methods like Zwrap or Wrap3 are good methods to do a quick work with human characters, but you already need to have a good 3d model with a good topology. You can't use a simple basemesh but a complex one, because this method needs polygonal detail and different 3d models with different topologies for wrapping. The…
@taglol I dont know if breaking the symmtery is something you do later in the process of making a character, but take care about that face, his mouth are not symmetrical. Another thing is those braids - beard hanging from his face, they are missing that bottom part Love your progress btw! :) @juancarantino I dont know if…
That sounds like it would work. You'll have to play with it to get it where you want it, but what you described would be a good start. You want to lay out your UVs for everything that will be on your texture sheet. That means anything with the stucco texture (walls, etc) as well as anything else you have room for (like the…
@ Funky Bunnies : Thanks man :poly124: @ BradMyers82 : Yeah I was worried about that. I actually just grabbed the glasses off Cherry and reused them. A few reasons for that, 1. I wear glasses very similar to these two ladies, and I figured if she was going to live some of my experiences it might be a nice common element…