Greetings fellow Polycounters! I've had a stupid habit of trying to 'backup' nearly the entire supply of tutorials the internet has to offer, regarding game art, on my hard drive. In this thread I've tried to organize the unmanageable mess that I've made, into a somewhat readable/presentable form. Tried to pretty much post…
That's what I've started to pick up on. When I first really got into 3D and making ambitious projects, I felt like the time that it took was just "baked" into the project itself. i.e. you want to make a real-time character? well then it takes xyz amount of hours no matter what. Now I've realized that you could make a…
Please post all your bug reports here. Anything wrong with the forums, we want to know about it. We think you want to be informed about what's going on with the forums. In that spirit, here's a list of all the problems we know about (so far!) with the new forum software. We'll update this list as we find new ones. We are…
pior's examples of gradients and universal palette inspired me. Here is what I've come up with for now, it might actually just be what I stick with. Since the motivation for this isn't to fit the game onto a floppy disk, but rather just for workflow simplication, here is a texture that works pretty well and gives you most…
the eyes offset is most easily fixed by unbinding, removing the bind pose, and rebinding them. Since they 100% weight to a single joint this is an easy fix. if during the setup of the fit skeleton it complains about joints not being zeroed out this can also be the issue, if you ignored that. One time I had a similar issue…
Ah ok, I guess the reason for the headless model is because I want to be able to use interchangeable parts, technically the hands and feet were modelled separately as well and joined to the model just for the preview example, thought process is if I am going to use the model as a game ready asset I want it to be as easy as…
Hey Polycount, Two years ago, I posted here as a 15-year-old asking for advice on how to grow as a 3D artist. Thanks to the great community and the guidance I received, I’ve made a lot of progress since then. Now at 17, I’ve completed several freelance projects and developed strong skills in: * Game-ready asset creation *…
There are some good and some bad things about your portfolio that I would like to address. Website: The website loaded fast and is very easy to navigate through. It may seem obvious but I have seen many interns with really bad websites so good job there. Characters: I don't really like the skeleton character in your…
Hey everyone, thanks for all the replies! I had to jump to another project for a bit, so haven't had a chance to update this, but I'm finally back and can focus on this project again :) Regarding the shading/ texture errors, as I've mentioned they're lightmap errors because the assets in the screenshots don't have proper…
Hey guys, it's me again. xDD Just posting my final update and the mesh files. After baking several times, recreating the lowpoly of the lid from the hipoly a couple of times, I've realized the lowpoly might not follow the curvature of the hipoly enough at some places and this is what's causing those artifacts. Those…