I'm back with some more renders and updated textures from some feedback I got. Although the changes are subtle, I'm happier with the results and will continue updating it a little bit more before re-uploading the project.
That someone was probably me(if not I've said the same/similar things many times). Main benefits: A. Better uv usage. You waste less space having to uv parts of the mesh that are partially/completely occluded, and you can have more continuous uv layouts which are easier to paint on(less uv islands). B. The less unique mesh…
i need some advice regarding whatg steps to take regarding my self-study of 3d design. i began studying 3d design in 2013, while living in japan, as i wanted to broaden by career prospects, i studied art formally at university many years ago, but i never did anything with computers like digital deisgn etc before this. i…
Been spending some time working on environment art for Raven Company’s: The Mission, an upcoming VR extraction shooter from Sty1e Studios. This piece is the Kryll Pillar, one of the alien broodspire structures used throughout the world. Looking forward to sharing more as development continues. Kickstarter info coming soon,…
Well, I didn't manage to get my Street Fighter character done in time (inundation of new games. You know how it is). I do really want to get this one done though, so I'm shifting the thread here. Anyway, here's where I'm at now: Still a long way to go. Everything is subject to change at this point but crits are welcome.
I have several rocks as a singe object on the same texture. I was wondering if I can move each of the rocks separately and how I would go about doing that. Still new to udk. Thanks!
Hey, I recently started working on a new project, in this study i tried to learn as many realistic texturing methods and modeling. and i believe I learned much from this project and will continue to learn more! and it was really fun to work on . I hope you like itartstation : https://www.artstation.com/artwork/rlx9Wm
klunk is completely correct about needing a full vector field - the data has to be continuous and smooth or all manner of stupid shit happens in the gaps the best "don't need to write a special tool approach" I've found is to use a hair sim, apply a material that writes out the derivatives along each hair (arnold has a…