This also means that the piece is inverted (wrong facing) and sometimes won't render correctly when using Mental Ray. I forget if you're using 3dsmax or not, but if you are, you can go: UVW editor window > Face Mode > Select > Select Inverted Faces. This will highlight the faces that need to be flipped. Common causes of…
when it comes to rock type assets, a lot of time can be "wasted" in zbrush. The thing about rocks, is they have a very even similar texture throughout the object, it's not important to make specific areas of the rock unique, as you can see on the bottom example rocks. I would suggest making a tileable texture that looks…
I've seen a number of scene's like this before and always think that, while technically good, they could always use a bit more 'mmph' to really grab the viewer. For your piece here I tried adding a dramatic angle to the camera and focus on the road. What's down there? Why are we looking at it? Who's bike is that? Are any…
For the last three months straight I've been working on making low poly models for an Edo Japan period themed game. I'm doing it as a personal side hobby. In addition, I made a complete game design document, character drawings, did a whole lot of research, collected a bunch of references, and above all modeled complete…
In the open source area is: Gimp has under: Filters -> Generic -> Normal Map.. with some "simple" settings. Krita has under: Filter -> Edge Detection -> Height to Normal Map.. with "some more" options. There is also this "simpler tool" https://github.com/normal-map-gen-group/normal-map-generator with an online version…
Use the existing geometry on the cylinder walls as support loops. Block out the subtractive shape and adjust the segment count of the cylinder until there's sufficient supporting geometry and the subtractive geometry lands between the edge segments on the cylinder walls. Add support loops and merge into geometry that runs…
I know you're going for something stylized, so I'll try not to harp on this too much, but I tend to nerd out about swords, so I may still wind up overly verbose on the topic. The hilt looks good (though, I'd suggest if you're going for a sword resembling a Roman gladius, you could afford to exaggerate the size of the…
100k tris is fine for a main character in a game nowadays, but you should only use that as a loose goal and use as many tri's as you need to define a good looking mesh, which is very subjective. Main characters on console/pc will range from 30k to 200k this generation, depending on the game. As for topology, you are going…
@Malcolm The edge mapping is good, for mapping tubes and stuff, has an option to unitize those UVs. Normalizing with certain values of U and V. UV Snap alignment, you can overlay a bunch of slightly different meshes and have the UVs snap to a target shell so that are all overlaid properly. Select interior UVs, or select…