Hello! I am having an issue with interpactors in my level, I am currently unable to light them properly from all angles. As far as I know, dynamic objects can only have one light source. This means that I can only light them from one angle. While I don't mind parts being in the shadows, the issue is that this makes all…
The project started with Caio's amazing concept painting of a bad ass barbarian warrior. I then dissected the painting and figured out how to address the different parts of the character so I don't overwhelm myself. There are parts that can be mirrored and duplicated. The bones are a good example. I modeled 6 bones with…
A client wants one material for all LOD models including "high poly" one, i.e. I can use only one normal map for both LOD0 which is like 60K and LOD4 which is like 7K. From my perspective it doesn't look feasible at all. There are a lot of separate parts in LOD0 like a door handle which I've planed to bake into the door in…
Uniformly spaced edge flow sounds like a good idea, but for car models there's alot of areas that need hard edges, such as the divider between the front seats and passenger seats. In order to get a proper hard corner on a subdivided mesh, you need one edge going vertical and another going horizontal. Which causes non…
Hi! Had a look at the .obj in Blender and the material IDs were indeed not correct. Selected geometry by UVs and assigned materials according to texture sets (sent via DM). I don't know what your plan is with the asset, got to say I think it's pretty un-optimised (~1.7 million tris, some iffy UVs + wasted texture space).…
Thanks to everyone who applied—really appreciated the portfolios. The role is now filled. Project Indie mobile game (solo developer), fixed-price contract; modeling +
texturing only (no rig). I’m developing a mobile puzzle game in Unity 2022.3 LTS (URP). I need a stylized-but-believable
marmot character (red with blue…
That's rather gorgeous. My only criticism is the tattoos, which look like paint. Possibly an artifact of sharpness and saturation, and definitely of colour. I'd go for an authentic tattoo look myself, and soften both colour and line. Also, tattoo inks are generally not dark brown, even the natural ones used around the…
Ue4 has pretty good vertex paint capabilities. You could use it to blend some dirt and gravel on the ground without adding any more geo. Could also be useful for parts of the columns to get some moss or greenery going on them, only makes sense for more northern atmosphere. Quick way to add variety, just gotta get that…
Hi guys, I finished this game-ready backpack as part of a larger project (wizard/traveler character) that I am working on and want to share it with you. 1x4k texture set for the whole backpack and accessories + 1x 512 set for moths. Software which I used: Marmoset Toolbag 4 - bakes, textures and presentation Zbrush -…
A big thing that comes to mind when I am feeling this way or other people feel this way is to ask yourself: what is the goal of this piece, what are you hoping to learn or improve upon? Answering that will give you some sense of direction. The more detailed the answer, the more you will have a goal to work towards that…