Hey guys! I've found the biggest problems I run into are usually rooted in bad workflow. I'm really trying to improve this by following tutorials, but I always seem to get hung up or miss something. Recently, I've been following some ZBrush tutorials from 3D motive, and while they are very helpful, there always seems to be…
I'm helping some students figure out what's missing from their portfolios, so they can focus on what to improve. I wrote down a list of stuff I look for when evaluating new hires. I'm sure I'm missing some things. What do you look for? Any help is appreciated. EDIT: latest version is on our wiki...…
Hi All, When I started mapping as a hobby back in 2000 the very first map I created was DM-RomanBaths for Unreal Tournament. Sadly there was nothing really Roman about it other than the square baths and a vague color similarity. This map never saw the light of day as I was unaware of the huge community at the time. Whilst…
Some friends and I were part of this year's studio layoffs so while we search for new jobs we decided to work on a game together! It's basically a simulator game where you run a book store, similar to TCG and Grocery Store Simulator but we've got some plans to push the genre farther. I've been mostly working on the…
We have links to modular/trimsheet/atlas tutorials here, in case it helps to see more examples and walkthroughs http://wiki.polycount.com/wiki/Modular_environments
what does a modular kit for a game? like several reusable aseets for staging?, thank you everyone for the tips I'm learning more everyday because everyone in this field is so cool.
Hello everyone, I would like to better understand texel density and how to maintain it in a scene. What blocks me is that I understand how it works, with the various mathematical formulas, even how many times to tile a texture, but then I can’t find a practical reference when I try to maintain texel density for an entire…
It kind of bothers me how the environments try so hard to look bust up, while having super straight geometry. Tilt over some of the stairs' handrail, add a half broken step, make some real geometry dents in the walls (or even just move the vertices a bit) have heaps of fallen plaster. Make sure the keeper's room has some…