I can't believe I'm still struggling with this after all these years :D I'm working on a large prop and preparing to create the UVs, bake the base texture maps, and create the LODs. What I can't seem to figure out is the process of doing it. I'm using Houdini after switching from 3ds Max. The base model is pretty much…
that was awesome. one too many images of puzzle pieces though your voice made my heart skip a beat :P really great presentation and solid use of examples. may be beneficial to take the decision making process learned from playing video games outside of the world of computers and how this developmental process could be…
Welcome to polycount! :) Your portfolio shows that you have a solid foundation but I think you might benefit a lot from taking a closer look into current-gen pipelines for weapon/prop creation. Both modeling and texturing-wise. I've made a breakdown here on polycount a while ago that might be a good starting point to get…
Blog Entry #2 - Grass Terrain Texture So having got some nice highpoly grass blades, the next step was to make a custom terrain texture which the grass objects would blend nicely on, so here's the steps I took to create the grass from 3ds to the sandbox. Step1: Having spent the time to make the highpoly grass for my…
Creating a character based off of this concept by Fabio Cacciola (link to his piece on ArtStation here: https://www.artstation.com/artwork/L94gK). I decided to create this post partly to document what I've gotten done so far, but also to gather and action any feedback anyone has :blush: I'm planning to create hair cards…
Hi! To sacboi's point, you might want to tighten up the mesh shading of the environment using hard edges. Since it's textured using a trim atlas which was baked to a flat plane, the normal map is not compensating for any gradients in mesh shading. I would note that the of the shading of the hero asset in Unreal appears to…
Hey man nice piece, here are a few points: 85k is pretty high for a model like this, but if it bakes down well it isnt a huge issue, noticed some jagged pixels (front shot of the cannon) this is probably because you have a UV Islanda t 45 degrees. Can you post any shots of the high? Texturing looks OK , the weathering on…
Is this about your day job or your free time? if it's about your day job then you presumably have the experience and knowledge to move into a less practical/more leadership oriented role? There's a lot of satisfaction in mentoring more junior team members and then taking credit for their hard work and more altruistically…
Thanks for the feedback guys :) sltrOlsson: Sure, I can try explaining my process a bit. Normally when I do textures I don't really have a certain structure or typical workflow that I follow, it tends to be a bit chaotic at times. But generally I start out by loosely laying down a base containing the most essential details…
I would take a simple base mesh (perhaps even a box) into Zbrush and use the planar brushes to make that. In Max, I'm not really too sure. Or do you mean in terms of shader work?