I agree with the earlier comment about moving the props for particular environments to the pages for the environments, and using the props page for independent objects. The text on the props listing the polygon count and texture sizes is a bit hard to read even in the slideshow mode - is there any way you can use larger…
That's quite the write up you made Dataday. As far as worry over if Alien artifacts are a "thing" in the Unreal universe, they most certainly are. The whole premise of Unreal 2 centered around alien artifacts and visiting different worlds. Sometimes they mutated the landscape or the creatures of the planet. Regardless this…
Ahh cool I like it. I like the area where the tower and house meet, that mossy/ivy bit is a nice touch. I like the painted details in the textures nice work! This next bit might scare you but I wouldn't take the time to post it if I didn't think it would help. It's not meant to make you feel like crap but to help you…
The Project Malaise (working title) is s sci-fi survival game inspired by old-school movies such as Alien and Pitch Black, where few survivors find themselves in an alien environment facing an unknown sentient threat. The game is done in a slightly retro-futuristic look, attempting to capture the clunky sci-fi tech of the…
Welcome to Polycount! I think you should step down some subdivisions and get the basic form right. His forehead looks really weird right now( not veritcal enough, to far forward). Also, you should get more reference Keep going!
Hi all, Digital Drifters is an independent team working on a UE4 title. We're currently building into a vertical slice of our game - the game demo. We are looking for people with demonstrable skill in creating quality 3D animation using "next-gen" techniques. Those techniques have been slightly altered in UE4. Not only can…
Comments and Crits Welcome on all posts. The inspiration for this project began after returning from GDC ‘08. While there I was given expert instruction on my art and style, and told by many that: while the industry does focus on photo real environments, I would benefit from adding some whimsical and painterly pieces as…
Hey all, Maybe this can be a discussion. A recent response of mine to another poster on this site has got me wondering about workflows, time and efficiency. In this case I'm talking environmental modeling, UVing and texturing in a modular/reusable/hero + tiling/atlas/overlapping UV sense. I've read as many articles and…
I didn't use a cage when I baked it in XNormal. I used 0.1 offset. And I've tried most things I know when it comes to normals, but I can't fix it.. There are no floating vertises and there are no ngons. I'm really stumped here.
I wanted to obtain same results as described here in the forum http://polycount.com/discussion/90858/maya-thicker-lines-permanent everything seemed to work for a while but no luck in new maya. Can anyone help (or test this in Maya2017). Also is there a way to do the same for the verteces "glyphs". Thanks in advance for…