Hi guys thanks for the reply! I wanted to give more context and post the update: the game is simply diving for fish to collect, then sell them to purchase upgrades to reach the bottom. So far I have 3 zones created with (hopefully) their own unique feel. My limitations are through using Unity's URP where certain post…
I want to model and texture a flint stone wall. I want to produce a high poly wall in Mudbox and then then a low poly in Max. The wall will be an individual object, so it will not make use of modular pieces or textures. But I'm unsure how to go about it. So I wondered if anyone out there could tell me how they would go…
Hello, I am an art student from the UK - I mainly focus on character, asset, and environment concept art. I have recently realised the advantage of introducing some 3D modeling competency into my skillset, and have begun the process of learning how to use Google SketchUp and AutoDesk Maya. At the moment my expertise in the…
This is my Eminem model I'm currently working on. I suck at texturing so forgive me. Haven't added any specular nor bump maps, but I will (once I learn how!) Feedback is welcome
Hello! I'm a complete beginner when it comes to modelling, so looking for a bit of help. I'm trying to reproduce the black mask in the attached image but don't know the best way to do so. Any ideas ?
This here's my first "serious" Mudbox sculpt that I've done (I've tried a simple head before this) and while I'm fairly happy with the result, I've run into a few problems. I could use some help! First is the legs, and the leg pose, something just seems kinda off about them? I can't quite put my finger on it. Then there's…
hello there, I'm working on a Maxscript model exporter for my game. it's actually based on someone else's code but I've had to modify it to suit the game and I now got a pretty good understanding of it. however I'm having some problems with the uwv's. wherever there's a seam in the uwv's I get a weird result, and I can't…
Hello As of lately I've been planning to create environment in Unreal Engine 4 but after analyzing all of UE4 marketplace free examples i stumbled across problem. When i worked on the environment last time i have used texture atlas to make up for all of my texture work on assets, but now that i checked UE4 packs i noticed…
Hey everyone, I am working on a stylized soldier model using my friends concept art as reference. I will be making 3 texture maps (diffuse, normal, and specular) and he will need to be around 30k tris. Here is the concept work: And here is the wireframe I have: If anyone has any advice for me that would be great.
Hi, I have tried to recreate a low poly version of the ship Guristas from EVE Online. what want to know what i could do to improve it i kept the model under 400 polygons.