Hi Polycount community! I decided to enhance my portfolio with full enviroment shot. I love Starcraft, so the theme was kinda obvious. The main idea is damaged SCV being repaired in some sort of abandoned repair station. I've modelled 2 hero props for the scene so far: 1. Banshee (Air unit from the game) converted into the…
Hey there! Ive had my pair of dell u2410's for about 3/4 years now. They both look perfect, no damage on the outside but the panel is showing signs of age. One has a dark blob on the top right, roughly 2cm in diameter. And the other monitor gets very toasty. But both still display accurate colours, which is good! :) I was…
I'm working in UDK but any approach will be useful. I have yet to find a game that has these as breakable assets. Burnout's are strategically placed out the way, GTA 4's are immovable like the trees. http://www.medicinal-waste.co.uk/chillalex/pylonset.htm (not shameless, just on-hand reference) so we all know the type, the…
Hey everyone. I'm currently looking for contract work to fill up the upcoming months. I'm a skilled freelance artist with on-site and off-site game development experience. I also hold a degree in Industrial Design. If you have a tight deadline coming up and don't have the internal bandwidth to get things done on time,…
Hi! I'm currently working on a scene that has some wooden props in it, and I wanted to approach it with just a tiling texture , and no baking because I thought it would look fine, and it would save me a lot of time. Also, they are just boxes. ;) Some of the results: This is the material I used on all of the wooden assets.…
tricks and techniques that allow you add layers of detail will help. Uniquely hand texturing every inch of an env is time consuming and inefficient, having a smaller set of resources that you use to build up the pieces is the basic idea, you just get more assets for the time and effort. Whole envs can be made with not that…
Triangulate your mesh once you export - any strangely shaped quads/n-gons will just be rendered as a hole in zbrush and it'll give you warnings/errors. Once triangulated, you can dynamesh it to get a high resolution to sculpt. If by 'losing the hard surface part', you mean losing the soft bevels, you can smooth your edges…
Having an ergonomic chair and good desk setup might also help. Make sure it's unlocked and wobbles; it prevents you from sitting in the same position for too long. Make sure your desk is the right proportion/height in relation to you body, so your limbs and back don't strain too often. Also make sure your not resting your…
hey alex, you asked for feedback so here it comes: red - the grout between the bricks is visible even in very dark places, like its emmisive or something. maybe your normal is too strong. green - i see some normal issues here, not the normalmap but the mesh normals seem to be too soft. light blue - no fence will be…
The demo pose at the top shows the figure to be quite ordinary looking. The face and hair renders look fairly dry/flat and the face doesnt really reflect a sexy adolescent style hero type. The clothing looks like you went overboard with the grunge brush. Im not familiar with the character but a google search shows artistic…