Link to purchase : https://www.artstation.com/a/14595434 Base meshes can be used a lot, the most important of which is the use in the game industry, which can give us a lot of speed. In all project, many items required by the artists consist of repetitive and similar items. To increase the speed of each artist in all tasks…
Hello once again! Starting back up in this thread as I have begun updating this project trying to do things a bit better than last time. The main thing has been the modular kit that I am remaking, starting with the arch house. When I started the project, I wanted it to be a sort of hero piece but ended up having it not…
Hey weee, It honestly depends a lot on what your model is, how your constructing it, and what your final goal is. Let's assume you've started the model in ZBrush from a single poly sphere. Lets also assume your goal is to complete a single, highly detailed subtool for something like the sculpt of a persons head and your…
Hey, nice catch! I was having that problem with the front door and spent awhile fiddling with it, but I somehow completely missed the side door. I fixed the problem by fiddling with the lighting settings for Eevee. Getting some light to shine through the window was definitely on my agenda, and I'm hoping that the…
For gameart, it doesn't matter what base you use, since you're just baking normals - only the final result matters, and therefore what base helps you the most to get to your result. I would recommend anyone who's just starting out - to use a simple basemesh, and then work your way up the more you sculpt - as you'll see…
Is it Possible? I have animation on two joints (Hips and Pelvis). I want to move animation of Hips Joint to pelvis joint so that all the transformations on Hips and Pelvis will stick to Pelvis and I am able to delete Hips joint but final animation remains same.
When I work, if I'm going to make use of other maps, I plan ahead and model accordingly. If I'm going to be using spec and normal maps, then I'll use zbrush and give the sculpt a painterly flair to it. Once I have my high poly bakes, then I can create AO and Cavity maps that help set a framework for the diffuse. I've also…
looking for advice on this, I don't really know much about 3d art, more of a 2d artist. So I have a tileset, currently divided into small pieces like so: It's pretty much just a beveled cube divided into quarters and then modified to each shape. They will be joined into the full tiles I need and then imported to Unity…
This looks really nice! One thing I noticed is your tires don't seem to bulge at the bottom where they press against the road or floor. Kind of makes the car look like it's floating. Also, the rims seem to be all perfectly aligned, but some could be rotated a bit for realism?