I recently switched from using PNGs to TGA files. I'm pretty frustrated by the alpha channel workflow. It seams like its much more tedious than working with in a PNG. With PNGs I just made my layers transparent as I worked and then when I saved the file the alpha channel was automatically created. Is there any way to do…
Game engines work with triangles not quads/polys and automatically convert a quad mesh when it's imported, explained properly in Chad's link above (again look at any games mesh like the one I shared), you generally want quads for subdiv modelling and I guess some editing tools work better (blenders loop cut CTRL + R only…
I have put about 20 hours into this study over the last week, and I feel like I'm hitting a wall. I would greatly appreciate critique. Please, don't hold back. I am aiming for a healthy build with realistic proportions. Some specific areas that I think are giving me the most difficulty are the shoulder/upper arm, overall…
The terrain is generated in houdini from a heightfield and converted to an unreal mesh. The green and yellow you see are just proxxy geo spawned from houdini showing you where the fields will be, most of the heavy lifting from this tool has been done in houdini and just applied in unreal engine :)
Hi guys and girls, I'v been making a few game assets, im hoping to get them into dayz standalone if i can work out how. This is my first time 'successfully' making a low poly and baking down textures to it, they arent amazing, but I learned a lot doing it. will be adding more as I go,
Been lurking for a few days, and decided it's time to strike. I'd be posting this in the challenge section, but things are sort of busy right now, so I'd feel bad if I made a thread but never actually got around to finishing it before the deadline. Anyway, the sort of idea I had going here was this grizzled, looting…
Finished! Check it out here: https://www.artstation.com/artwork/1nmGgL I wanted to try out a handpainted character that was really colourful so I decided to make a stylised mermaid. I'm not a concept artist so any advice on the design is appreciated and I have no idea how to do handpainted so that'll be fun! Here was my…
So I was working on this mask and was adding the stitching but it was pixelated. The ONLY division it would look ok was division 5 which brings the mask at 12million+ ActivePoints. I really shouldn't be needing high numbers, my mesh was clean and I had used zremesher/claypolish going into this. I'm really curious what…
I've heard that some people more or less do all their texturing in zbrush for game assets (inc spec/norm map) and I wanted to try it but I just can't get my head round one thing, the uv's. If you put your asset into zbrush it needs to be the quaded version that you made in your standard 3D app but this is never uv mapped…