Subdivision sketch: cylindrical grip. This is a brief overview of a couple ways to streamline poly modeling and a quick visual comparison of a few high poly workflows. There's a lot of different ways to approach poly modeling but most artists usually start out with the basics: inserting primitives, cutting in edges, then…
rafiii Be aware Designer's openGL render is outdated as hell with very dim highlights vs typical modern game . Iray is better representing what will you see in a game probably . And you should look at such material with sharp light to surface angle to be able evaluate it right . Just my extra 2 c. Front illumination…
All my UVs have been unfolded but I need some advice about the layout. In VFX we don't care too much but in gaming we want to optimize the textures to the max. For my character, hero model, how many textures and at which resolution would you suggest I use? I usually layout my UVs per object and grouped together nicely but…
The path deform modifier deforms the mesh, so you'll have to export it in form of a vertex animation / point cache, which is why you need Alembic. You could try a Morpher perhaps if the transition between open and closed is linear (but then you probably wouldn't need a path deform). If you want a collapsable animation…
NARRATIVE: CONCEPT ART: Lol drawn freehand roughly what I had in mind whilst leaning heavily upon design hints from the ADFs retired 'Bushranger' 110 logistic light vehicle fleet. PIPELINE: Mostly FOSS tools Weighted Normals modeling Hybrid Trim x1 texture sheet workflow 2K resolution at 250 512px/m TD (update) Showcased…
Until your model is pretty simple like wall barrier , a box or like LODs are necessary . For a character Simplygon does an ok job already. As far as I know Unreal uses Simplygon and makes lods automatically . But in some cases LODs require decisions and compromises Ai incapable to do yet. There are also a semi-automated…
That's because they're little pissbabies who either don't understand, or don't respect how long games actually take to develop. Or both, usually both. Don't you think it's a little rich to say you don't agree with devs being blacklisted when you've been all over this site concern trolling about certain developers, members…
That sucks casey. Count your chickens though. You could be a lot worse off. As I'm sure most people here have too at one point or another in their lives, I studied various martial arts back in the UK, and even the toughest, scariest south London street savvy 6th dan uber nutter bastards that I knew will tell you to just…
Tried doing some experiments based on a fan model and body-builder anatomy. This was just purely with the Clay Buildup brush and the FlippedNormals Buildup brush. Usually at subdivision level 3 or 4.
I'm designing my character for a game for Unreal Engine. Games usually have a big FOV (angle of view), such as 90 degrees typically. I set FOV to 90 in UE, Maya. and ZBrush. The perspective in Unreal Engine and Maya is about the same. But much different in ZBrush - it has much less "fish eye" effect. To demonstrate this, I…