Hey guys! We are looking for an illustrator to join the team of our current project. Take a look at what we have so far and let me know if you are interested ascensiongames.tumblr.com billy.chester@aidemstudios.com -Billy
Hello guys im clicking all the interface around the lightcap slot in zbrush, to create a RIM Light. A background light for my character. Until now, i dont know how to make a light behind my character. zbrush r7
im a chicken and waiting to se if there is issues with compability with Maya and all other programs i have on my computer. Anyone tried it and how does it work with your favorit program? :)
Here are some screenshots of a Dagger that I've been working on a few days ago. The model itself is 1060 Tris total w/ the normals bake on from the high poly model. Will render in Unreal Engine 4 later on. Feedback is appreciated. Thanks in advance.
So I saved a weapon in Maya LT with a Tri count of 268, when importing into dota, it complains that the count is 560, exceeding the accepted limit, any idea what I'm doing wrong?
I'm off to Europe and the UK in two weeks, starting in Rome for a month or so, making my way up to Paris for a month or so and finally into London/Scotland and maybe Ireland if I can fit it in. All totaled my self imposed artistic exile from the states will last 3 and a half months from 27Feb to 12Jun. It would be great if…
I think I might give this a go. I tried to make it modular and I'm about 85% sure I can use a trim sheet for all texture work minus the props. I'm not in the industry either but I think 5,000 tris is a realistic limit for a stylized MMO weapon. I could be totally wrong about that though. In FPS some weapons can be almost…
Most of the tris are coming from the edges of the roof and the supports under it. I originally tried making the roof all as one flat piece, but it looked flimsy, so I added the trim around the edges make it look thicker and hide the switch between the shingles and the boards underneath. It looks better, but it took a big…
Do you model with quads, right? but when do you convert it to tries? What is the right time when working for a video-game project? If I model an object or character to be used in a game engine, do I need to triangulate it before UV mapping and texture creation? Or can I keep the quad geometry and expect the engine or…