Hi :]I am normally way to shy to post in a public forum like this, but to overcome this I made it a part of my next university project to document my production-diary here. Currently I am studying Game Art and 3D Animation and the last two month I did my first Game Character and for the next project I want to build upon…
Hi guys I am currently working on a university project which i need some feedback and opinions to help make it better Project idea : I will be working on creating an environment scene called the secret whishing pool which will also be an environment asset pack in ue4 that will allow the user to use the assets and materials…
This thread will act as a place for me to post and share some scripts I've been working on in blender. These scripts are not designed to work as standalone addons. I use Pie Menu Editor to execute my scripts. For more information: https://youtu.be/vc9TFRFXn4E Download my…
NEW UPDATE: So these are the final shots that I decided on, they are not perfect but they each have something that I liked and decided to keep :) Could keep on tweaking for ages but at some point you just have to say "when in rome" :P Moving on to the next scene, which I think will be a sunset/sunrise.…
Breakdown + Results Unreal Engine 4 Renders High res model UVs (two materials) + Wireframe with normals applied Texture Sheets Reference Thoughts & Feedback: This is an extremely handy tool, nice and easy to use, fast and quality bakes with a lot of parameters to give much higher quality and accurate results. I'm always…
Hello everyone! I´m making my game called Tomorrow, and when I´ve started to make some models I found a problem. How I will deal with high poly zippers? I need a low poly count meshes, but i need the information to get a good realism. So here is the solution. I´ve breakdown the default Zipper IMM in 2 parts, the handle and…
On top of the issue of the previous lead being an ass, there seems to be quite a lot at play here. Dustin has a lot of great points. Since a lot of ground has been covered already I'll just toss in a few remarks and questions. - Where is the Art Director in this story ? While Art Leads do play a huge role in the visual…
I think decimation is the wrong word to be using as it doesn't fit in with what you're describing. Decimation is zbrush's way of automatically reducing the polycount while preserving the details; it doesn't matter if you use zspheres or what your topology looks like since it's only concerned with how the surface looks.…
if you make a highpoly or generate your details in photoshop, you run into the exact same problem, amount of pixels. So its not pointless to model a high. Now, if this is really going to very large ingame, you would want to have appropriate geometry and texture budgets to match. A very large asset like this that will be…
Thanks for the feedback guys :) sltrOlsson: Sure, I can try explaining my process a bit. Normally when I do textures I don't really have a certain structure or typical workflow that I follow, it tends to be a bit chaotic at times. But generally I start out by loosely laying down a base containing the most essential details…