You add story by thinking about what has happened to the prop, it's an ax so the first questions that come to my mind; Has it been sharpened recently? Has it been used recently? How old is the wood? Is the wood beginning to rot? Has the blade ever been chipped when it was miss swung and hit a rock? When you're creating a…
Those are all great! I like the last one, it looks like an angry bum, painted his face white and ran into your shirt. The 3D props are pretty cool. The normal/bump map on the newspaper stand looks to be going the wrong way? They are a bit noisier then I like my props but thats personal taste. I've also been working on way…
so here's what i think about this plugin: the plugin itself is very good, but the purpose of creasing in the workplace is questionable. if you've used maya or modo before, you've probably already used semi-sharp creasing. turbosmooth pro quite simply adds this functionality. the plugin interface will be familiar to anyone…
Hi! Props for attaching files :-B Taking a look at the lowpoly, I'd say with beveled edges and the resulting mesh shading, hard edges become redundant. While hard edges need UV splits (when baking a normal map), not every edge along a UV split needs to be shaded hard. I would use use hard edges deliberately in places where…
Hey everyone here is a short trailer I put together of an environment I made in UE 4. Terrain is all Megascans and the props were made with Modo, Marmoset Toolbag 3/4 and Substance Painter. The mech design is from Maschinen Krieger the other props are of my own design. There are a few small black props in there I did not…
Finished up the props for the character. There's also a lighting turnaround vid here https://www.artstation.com/artwork/QnVZJE (not sure if there's a way to embed videos on polycount so I just linked it.) These shiny metallic props turned out to be trickier than expected. Its tough to make sure details and variation are…
^^ I've always viewed it as reusable props vs unique level geometry Props are usually high detail/loddable&reusable, unique geometry is usually none of those things. You'll tend to do unique bakes for the props because you get a lot of benefit for the time/resource investment (they're scattered all over the place and you…
Made some more props this weekend. Pens, lighter, cans, spoon, and a map. As well as some other tweaks to lighting and cameras. I'm finally done all the props that I want and will now move over to working on the walls, floor and trim. Some props look like they're floating but it's just that they're too small to cast shadow…
Right. So the reference isn't for any one specific item. I understand the principles of efficient UV use, but the reference is more for providing a visual example to other people. Good packing is easy to find, but getting examples of reuse is what is tripping me up. People are happy to reuse textures in modular environment…
Nice improvement on some of those props. These props seem to be targeted to a NDS or something like that, but part of it could be your images. One thing to remember when only painting diffuse textures is that the specular needs to be shown and come through in your diffuse map. Some of your work (boxes) it's pretty spot on…