Im making a building that's going to be using multiple materials, concrete for the ground, metal for the door handles, wood for the walls etc. What is the best and most optimized approach to do this? Do I use one material that contains multiple material functions? Assign material elements slots to the mesh? Or a mix of…
Hi Polycount! I done some sculpts in zbrush with the help of youtube mainly. And now I want to excel and get better at sculpting. I wonder now how to do this without spending money on online courses etc(In a perfect world I would do that but...The reason is that I'm studying engineering and dont have too much spare money…
I know it's been asked before, but we are finally making the call to not have an art team build an entire map based on a pre-set design. Instead we want to break the various pieces of the "city" down so we have more options customization wise as the game expands. My question is, beyond certain features, it gets very hard…
So, I am searching for some threads about character clothing, such as modeling. I'd like to have several outfits and things for players to put on their character. I know that the textures can be swapped on the clothing models, but I'm talking about entirely different clothing that would need different shapes, and it's too…
At a glance, wondering if the OP had posted the wrong image given their context for this thread is game asset modeling practice so perhaps high poly version? Also this object is contiguous (one piece as in real life) lvl 1 sub surf/divided mesh hence imagine that the initial sketched low poly base topology would be fine.
I've been really interested in PBR workflow the industry is heading in and the studio I work at will probably have no need for such next-gen content creation, so I've been working on this little prop to ease myself into the process and learn some of the software involved in my spare time. Any comments and critiques are…
Sorry, another thread about hair. I've been searching this subforum and in the TB2's Shader Setup for Characters video, but didn't find this info: 1-I noticed that in the Yuri Alexander character demo, you guys are using "hair shells" normals, and adding in the finer detail of the individual hairs in the Detail Normal…
Good examples of edge loop flows for the face, enjoy. http://wiki.polycount.com/wiki/FaceTopology Facial Animation Technology Roberts Space Industries is a spacecraft manufacturer within the persistent-world game "Star Citizen" and its companion single-player spaceflight sim, "Squadron 42." RSI is also your portal for…
(that's Blender by the way, aww yeahhh) I'm never good at this, I've read up on it plenty; I've found it's best to bevel where I can afford to add faces, to triangulate my low poly mesh before baking, make sure faces on each mesh aren't too far away from eachother (I actually have some of this happening here so I know I…
So basically I'm currently unwrapping a rifle that I've been working on for a bit, and there are many, many pieces, and I'm starting to run out of space a bit and I don't want to give these parts that need lots of detail very little room to work with. And I was wondering if I should use more than 1 texture. So for example,…