Hello Polycounters, I've been researching the usage of modularity for games with a top-down camera like RTS games. It's been pretty exciting learning how these assets are made. Breaking down the different components from different games and artists it's definitely been a learning experience, but I've recently hit an art…
Hey so this is my second post on here, if i'm doing it wrong we can call that a critic too :P. So i'm working on a new demo reel to help me get my first job as some modeler to a degree or environment artist, i'm better with Maya/ZBrush then UE4 but i'm learning what I can on the fly and working it over till I like it. So…
Hello guys! I just updated MagicSquire by users' feedback (includes Polycount users too!) Supports large collection of brushes (1000+/4GB+), adds new view modes and thumbnail sizing: You can see more detailed video of MagicSquire's new features here. Brief list of new features: – New horizontal layout! First of a kind in…
got bored so I made a simple isometric tile generator - complete with low resolution filter (when I remember which computer I saved it on I'll plug this into my hex tiling node) you plug in a square texture for each wall/floor and voila - retro fun If I remain bored I might implement normal maps and associated lighting -…
Manufacturers(Asus, gigabyte, msi etc.) take Nvidia and ATI reference designs and build custom cards based on them with their own cooling solution and PCB layout. They usually offer 2-3 versions with mildly overclocked ones having ridiculous markup and a particularly stupid name. Nvidia used to sell the reference design…
There's some stray geometry in the low poly model: mostly zero area faces that are connected to adjacent vertices. Moving the inner edges of the transverse rail slots revealed some of this stray geometry and it looks like it may be left over from previous modeling operations. It's also worth mentioning that having too many…
You need these components 1) Getting a list of the things you want - such as transforms. See above answer. 2) Create a window 3) Create a layout (columnLayout should be perfectly ok here) 4) Create a UI control for displaying the data. A textScrollList sounds like what you want to use here 5) Loop over the list of things…
Big part of game art is modeling with efficiency to meet demands of realtime engines. So if you show wireframes and texture layouts as well you'll get the full deal. About the art, only thing I can say is that I think you missed the tone of the concept. Setting the props in a dark dungeon is fine, but I think you should…
Just my 2 cents: - complaining about something that was given for free and now it isnt, is not cool. - mentioning you have a learning disability but you learned maya (probably the hardest dcc to learn, apart from the old blender), probably in a time where there weren't as many tutorials aka you had to do all the learning…
The high poly has sharp edges where the artifacts are appearing. Try clearing the sharp edges on the high poly.The low poly has sharp shading which is causing the artifacts in the first image. Try setting the mesh shading to smooth on the low poly.The low poly has sharp edges that don't match the UV splits. Try clearing…