Hi Everyone, The last time I got to do a model for fun was for dom war 2, but I've managed to put some time aside to do a bit of relaxation work. The title "Januvian Soldier" is in regards to some fiction I am writing. I've had this character and some others bouncing around my head since I was 12. More than a decade and a…
I'm really trying to get better with game assets, and hope you guys can help me improve... here are the meshes: Here's the uv mapping (where I think my issues lay). I made the corners in two different ways to make tests, Left corner is straightened out, right corner has a more natural curve (but still made some uv relax…
I intend in this thread to review/explore Marius Silaghi modifier called "Tension Morpher". There are many aspects to study and my intention is to share with other users some specific uses of it: Skinning. I am not an expert, so sorry if i am commiting errors. The fact is: since i put my hands on Tension Morpher it are…
We are expanding our 3D team over here and are looking to hire a senior hard surface modeler for assets ranging from guns to props to buildings. If you would like to work in a relaxed and very well organized virtual environment with some of the best talent alive then I want to talk with you! Right now our main reqs are: *…
i just found that: [ame=" https://www.youtube.com/watch?v=eg8Bh5iI2WY&feature=related"]http://www.youtube.com/watch?v=eg8Bh5iI2WY&feature=related[/ame] It's incredible.
It totally depends on the object, how you're going to texture it and how it will be used in game. There isn't one rule "the game industry always does X and it always works perfectly". There are common practices that get used over and over again, usually for specific reasons but... ...without knowing any of the other…
even if you could just toss zbrush sculpts into the engine that doesn't really open up so much possibility. Thats a slow way to work in general and many assets cant be made that way. Many assets have to be made in regular DCC's like max/maya/blender and a pipeline with every minor prop being too heavy will be a nightmare…
Our Project (Robyrt): Early concept art can be viewed at http://vespyrgames.com/robyrt-skyline-concept-art/, or at http://i.imgur.com/w6rIDTn.jpg. Further details will be released in the upcoming months! Development Status - In Production. What we need: * Texture Artist - Looking for an addition texture artist for Robyrt,…
We could start to compile a list of rules. But there are always exceptions. It usually comes down to experience. First I try to split the model along likely seams, and Relax/Pelt those. If there's still distortion, I'll cut a few more seams. If there are peninsulas sticking out that make packing difficult, I'll cut those…
Well, assets for "commercials and films" tends to require more quality than those for games. If you want to be a character artist, there are some things you must keep in your mind. -You don't need good topology when sculpting, but good topology will help achieve better quality and make the work easier when sculpting. -You…