My most favorite place in the world right here. I think you should take this further -- it's good but it could be incredible. Some reflections on the lake, some more detail in the rocks and scree slopes. Especially the foreground draw. The bare texture seems like sand. More dramatic shadows to show off the mountains…
Hello everyone! I´m making my game called Tomorrow, and when I´ve started to make some models I found a problem. How I will deal with high poly zippers? I need a low poly count meshes, but i need the information to get a good realism. So here is the solution. I´ve breakdown the default Zipper IMM in 2 parts, the handle and…
"Is it possible to transfer a Maya (or Blender) rig directly into Unreal using FBX and keep the weighting?" That's kindof my point : by tackling a tiny portion first and taking it all the way down to the finish line (instead of doing a full character), you'll force yourself to run into this kind of question earlier than…
A few 2048's for this size building would not be enough. This thing is monstrous huge! You need to modulate it into sections you can repeat. It might sound a bit boring, but you can not see the tower from all sides at once. This plating you have going all around it... I would make 4,5,6 of them that are unique, stick them…
The minute I started modeling/texturing I could never look at games the same way. I'd spend hours in EQ (this was a while ago) just running along walls and staring at objects. Then I started walking around in the real world looking at objects trying to break them down in meshes/texture maps etc. Talking with other artists…
seems a bit of a nostalgia case to me. I think the skillset you need to make games these days is incredibly more complex than what artists were expected of back in the day, Thats not to say that hand painted artwork is crap, I love it too but give it a normal map and a good artist and they are going to make that model kick…
So I've started making a modern modular building. Seems like a must have piece for a portfolio according to the agencies I speak to. I have a pretty good idea how to go about it. One thing worries me though, and thats which way to do the detail work- mainly the bricks. So I made a modular window section and I need to make…
Whatever is quicker is normally the best solution for production work, but it doesn't take much work to copy and paste 100 nuts and bolts in a 3d application, and typically that gives you better control and bakes.
This is for an assignment on my University course, 3D Games Art. (Thread taken from my own post on our Uni forum). For this brief, I am creating a cave interior with my hero asset being an ancient building ruin inspired by Cambodian temples such as Angkor Wat and Ta Prohm. I created some greybox models in Maya first to…
I'd probably break it up like so, assuming 1 work week is five 6-hour days (30 hours work), and assuming I had good concept art / image reference / model sheets already assembled to work from: Highpoly: 1 work week Lowpoly/UV/Bake Normals & AO: 1 work week Texturing: 1 work week I say these times because of the following -…