We are in the process of developing an anime-style indie game in Unity, with emphasis on character presentation and stylistic visualization. The project is currently in active development. Core systems are in place. Iteration is occurring. It is currently composed of a programmer, an animator, and a 2D artist.…
Trying to learn/get used to zBrush some, sculpted a head i'm really happy with (shoutouts to hazardous-arts for making that skin material, it's real good), even though I forgot the ears early on and had to add them in later. Right now though i'm not sure how to actually present/render it properly... Is zBrush's own…
Made this for a game-art competition. Theme was "Post-Apocalyptic Vehicle". 100% self illuminated max viewport screencaps. http://files.eatpolys.com/3d/civic/civic-texturesheet.jpg I only managed to get the diffuse done before the deadline, and even that was a bit rushed towards the end. Had a specular planned and was…
Thanks man, will definitely work on this. Tzz said: Thank you! Yes, I'm still fairly new to substance painter and couldn't figure out how to get those brushed metal textures to go along the armor. Need to watch more tutorials lol, I appreciate the feedback.
You mean with ambient occlusion, like a high quality clay render? That's pretty easy as you don't need lights. If you mean with materials using final gather and or global illumination it's a bit more complicated and depends on geometry, size of scene and other factors to get a 'correct' render.
get yourself a screen shot of a game you like,- think that it could match the engine ect. and study the model- thats imo. the best advise - instead of aiming for precise poly counts.
Thanks a lot. The sites are helping a lot. I just figured out how to get out of full screen mode lol. The image is what I see when I start a new map. In the 3D buzz tutorials it gives you a choice of additive or subtractive. Which of the choices on my screen are additive or subtractive. The tutorial is doing subtractive so…