Hey everyone, Ozymandias here! I'm looking for people interested in working on an Overwatch 4 player co-op campaign mod in Unreal 4. The purpose of this project is to gain attention from Blizzard Entertainment in hopes of getting a job. Competition to get into the studio is fierce, and you need to have a portfolio piece…
So I wanted to start this up for a while. My 1 goal in term of 3d work over the winter break here is to learn how to properly normal map in maya2012. I had a computer data loss issue about 3 weeks ago and only recently have gotten back into 3d and web stuff. I lost all my models, web work, music, everything gone. Running…
Been trying my hand at a stylized, hand painted work flow for game assets, similar to Blizzard's hand painted style of texturing. One thing I have been trying to wrap my head around is using multiple normals from tiled textures for general texture, as well as including normals from sculpting in zbrush, for eg: hard planar…
B3Bomber here, I am getting a late start on the contest but I am really excited to take part. I have looked at a bunch of the other works in progress here for the contest thus far and have seen some amazing concepts. I am happy to be here, and this will be the first time that my work will be PolyCount as well. I look…
Hey guys and girls, myself and a fellow Rounded Squarish team mate (Snuffajuff) have recently joined the Polycount forums. Over the past few years we have focused heavily on 2D artwork and are now looking to develop our 3D skill set. We thought that a great way to do this would be to hold month long art jams and invite the…
More of a technical question so if this is in the wrong place feel free to move it! Lately I have struggled in both my own animations and client work to figure out how best to approach a flexible weapon attach bone that allows for grip changes, as well as independent rotation of the weapon to accommodate cool looking…
Hi guys - Currently trying to wrap my head around Substance Painter to Arnold workflow. It seems simple enough...export out maps in Painter using the Arnold settings, but things are not looking right in my render and some things are a little confusing. I'll start with my material setup: I have my roughness and normal maps…
Here is my very simple process of making shoe laces. I'm sure there is an easier way but this method has worked for me well in the past. Here are the steps: 1. Decimate Shoe in Zbrush for faster machine speed and export to Topogun 2. I import the decimated shoe into Topogun and rough out basic faces for each group of…
so when i opened maya yesterday all my skn weights were not at the place they should be... tried to fix that but made it even worse... i knew that there was some problem in my rig but i couldnt find it... so it made me so mad today i decided to break everything down. i deleted the skin and tried a different approach. so i…
Yeah, the UVs are going to look like a mess, because everything's tiled. The UVs won't tell you much, unless the artist just shows the UVs for a single wall, in isolation. But then all you're going to see is the wall stretched out horizontally beyond the 0-1 square. Where the UVs get really crazy are techniques like Snefer…