I think I'm going to start posting up some of my work as I get it finished. I'm currently a student at the Guildhall @ SMU in Plano, TX. The majority of my work will be personal and school projects but I will post some of my freelance work as it comes, and when NDA's allow. and here it is :) This is a High Poly GDI Hunter…
Is there anyway to export models from MAX with a specific pivot location? Any kind of hack using a helper or position controller? I'm finding it extremely unproductive always having to move my objects to 0,0,0. The logical solution to this was to split each model into a seperate MAX file. But this just creates even more…
I have this mesh here its somewhat modular, its for the top of a keep, and this will work for straight bits, i want to use the same piece for corners to save time modeling out a whole unique mesh and texture UV space. For the life of me no matter what i try i cannot bend the mesh to a 90 degree angle i've used path deform,…
Hello polycount, I am trying to create my first game environment but i'm not too sure how to do it. I have some experience creating game assets with 3ds max/maya and substance painter but have no idea about how to begin a game environment. I have had no luck finding a good tutorial that goes through the entire process of…
Hi everyone!Check out a new asset made for easy Victorian city building. would love to hear what your think about it! A Victorian styled low poly city pack including: 52 Modular building assets 10 Unique building assets 86 Props assets 6 Vehicle assets 36 Environment assets 5 Rigged character assets + Demo scene (Without…
Hey everyone, like the title says, planning on doing a dark forest themed throne. The throne itself will be a tree stump basically, not sure if I plan on putting some fantasy elements in but I might keep it more realistic. I'll be working on that after I finish the first tree. My idea is to create a modular tree, so I can…
Hey guys, I'm working on a system for modular textures that would be sort of a closed system...the substance would have several different overlays or pieces of the texture, with the user able to swap between different images in engine. For instance, a face might have different eyebrow overlays, each one a separate texture.…
Hi, Just wondering if Substance Painter contains a generator where Position Map is the primary input source? I am thinking about a Dirt/Wear overlay where I would use a Position Map baked along Y axis to produce a natural transition between Wall and Floor, for example: I want to create some procedural dirt at the bottom of…
Thanks for responding. It is sort of like a small diorama with some big, small, and modular assets filling it. Considering what you say I think it doesn't really make sense to make everything from scratch, as my impression is that the test is more focused on building different kind of assets and composing them in a scene…
Finally i had time to work on this project :) I got alot of the modular models done. Still alot to do. Very challenging but im learning. There are problems with lighting in particular. Because I use the new Unreal engine 5. I still don't fully understand how the lighting works in it. The environment is far too dark. The…