[Tech DEMO] Gender: Mecha/Action-Adventure based on "Sousei no Aquarion" anime. [What is] Ok, let's start: the idea is the development of a tech demo(2 or max 3 stages/level) that shows off the gameplay, features and basic structure. So I need to recruit a little but powerful team. After that we will have a roundtable…
Hi everyone, I wanted to introduce myself and also share a project I’m currently working on. I’m Dan , a self-taught hard surface 3D artist, and over time I’ve mainly focused on modeling props for games. Most of my experience comes from the more traditional low poly / high poly / bake workflow, especially for smaller…
Hi all, I would like to know about DECALS use in environments. My goal is to use lots of grunge, rust, oil, snow decals on my environment. The reason why i want to do it like this is I am limited to adding rust and grunge to my main texture as it will be used alot for making several meshes and i dont want to run into a…
I've been playing with photogammetry. It's real neat. I know how to build my own scans in auto desk remake and agisoft photoscan (though I much prefer remake). I want to combine all the landscapes I've scanned into one environment. I could bake down stuff to the lo poly version of each mesh seperate but with ssao, the…
Cool. 3dcoat once was my favorite soft for materials . Not sure why it all still look so complicated although. I would prefer just a single node flow and layers just as an ability to quickly switch on and off certain node brunches. Also very much hope the base noises are not only UV projected or triplanar blurry . A true…
Here's a quick paintover. There's more I'd do, but it's a bit tricky to show clearly what I mean. Basically, you have quite a few redundant edges which aren't contibuting much to the model's silhouette. You can let the normal map reperesent a lot of the smaller details that you currently have modelled in. Spend your polys…