This will explain the uv thing a bit. I did this with solid geometry, but you could use the same concept for alpha'd planes as well to get the shape you have. Or even better, solid geo for the base shape and alpha planes for the "claws" A little more on how i did this: 1. I make a low poly mesh 2. I copy part of the low…
Hey @MisterWolfen my end goal is juSt to make a game character. I am quit experienced with lowpoly models and Uv unwrapping. Now I am dedicating my time on this model to be completely game ready. Also want to learn normal map baking. I will look into some ref images as you mentioned( I used a ref image for basemesh). Also…
I was wondering how I can make these textures look more realistic. I’m not done painting this but figured I’d come on here and
get some advice. I am in Substance painter right now using a neutral lighting
set up… I eventually plan on bringing this in Unreal and giving it a warm sun lit lighting
through the window.
(Photos courtesy of Gemini) The PitchI'm a solo dev building Iron Wake, a 1v1 hard sci-fi capital ship combat game in Godot 4.x. The core gameplay loop, UI, and Newtonian physics are already coded in and playable using programmer-art greyboxes. I need a hard surface artist to step in and replace those greyboxes so I can…
The way I would do it is make the general shape I want, and subdivide it until it's very smooth. Then I'd use the reduce tool (with preserve quads set to 0, and all "feature preservation" turned off), to reduce it to a very low poly count. Then I'd harden all the normals, to give it the faceted look. Here's something I did…
The problem with this line of thinking is that you have to be humble and leave your personal opinions out of the equation. In a PBR pipeline, any lighting information in the albedo / diffuse is technically incorrect. You can't argue or disagree - it no longer is about artistic style but cold, hard shader math. If you are…
From a practical perspective, it would be impossible for Valve (or any other platform or publisher) to enforce such a rule. This is a great example where AI could be used during the concept phase and, unless the developers specifically divulged this information, there would be no way to tell with the final asset. This…
Hello everyone on this forum! It's the first time I publish my WIP here, though I visit this forum regularly and it's a pleasure to I think it can motivate me progress faster, and ask for your help, because any advise on this stage you can provide me with will be appreciated. I decided to make an environment scene for my…
Hello, I have been lurking for longer than I should (pretty much since the CS:GO x Polycount contest) so finally, after following my friends advice, I decide to join the active part of polycount and start posting my work results in order to get feedback from skilled artists that see and know more than me. When creating…