To create the foliage for the tree, i took a simple plane into Zbrush, raised it several Sub-D levels, and sculpted this, which i later polypainted to create the diffuse for. "earlyleaf1") after baking out diffuse and normal maps from this plane, i took the images into photoshop and edited the alpha channel to make it so…
Damn I need to get better at updating more frequently. Anyway this update includes the completed Cryochamber Front and Cryoreactor back. I created the front and back of the Cryochamber differently so they could be used as separate assets but still giving me the ability to have it as one (mind set here was if it was in…
Hello lloyd, you are right I am using 2013 but I get the same issues in both Tool Bag, UDK, and Blender. So it must be an issue with the normal map baking because you can see it directly on the normal map itself that the seams do not match up correctly. And yes I am also using the normal map in the bump slot. Racer445 I am…
I like it man. I think this is a much better setup than what you had before. The thing that bugs me is how the left side bar moves if you click the links about, contact, and portfolio. Other than that, just nitpicky stuff really. Move your resume into your about page and remove everything you currently have in your about…
You've got the wrong definition of a a yacht I'm afraid. @whats_true I disagree with your statement about the flat sides. This is supposed to be a luxury craft, and thus very sleek. In fact I think it could stand to be simplified a lot in the sides. If I were to change anything to the global shape it'd be tapering the…
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Hi :] I am normally way to shy to post in a public forum like this, but to overcome this I made it a part of my next university project to document my production-diary here. Currently I am studying Game Art and 3D Animation and the last two month I did my first Game Character and for the next project I want to build upon…
Hi guys I am currently working on a university project which i need some feedback and opinions to help make it better Project idea : I will be working on creating an environment scene called the secret whishing pool which will also be an environment asset pack in ue4 that will allow the user to use the assets and materials…
It would probably be easier to polymodel these instead of sculpting them. Especially if you were to change anything down the line such as moving details around as you'd otherwise need to re-sculpt them in a new location. I'd just model it in Max or whatever as that would give better control, but different strokes for…
Have to add another vote for reducing the polycount. The lab scene in particular is way too polyheavy for what you have there. It looks great, but a lot of the detail could be achieved with a normalmap and fewer triangles. The render of the lowpoly asset looks like a highpoly render :) Also, the robot arm is posed…