Hey @Araka this is a great start. As Eric pointed out composition would be a great start for you. 1. Have a clear understanding of where your focal point is. And then expect to guide people towards it. 2. A good general rule of thumb is "the rule of thirds" - it means that your focal point should fall on a third of the…
I'm not an expert when it comes to 3d model but I'll try giving out some feedback. I've noticed some models (excluding sculptures) have some triangulation already applied which usually is a last step when it comes to 3d modeling (that is if we're making a game prop), adding triangulation haphazardly can make…
I don't have a specific example of what the final scene should look like. I’m creating a modular Japanese school environment in a stylized, minimalist anime style. The design is intentionally kept versatile, based on my own concept and preferences, and once I’m done with the wall, I’ll work on creating the fountain in the…
Hi Can you show me any examples from Games Engines like Unity & UE4 that can export HTML 5 - WebGL? A link to the experiences would be great. Also any authoring software tools that can export 3D to HTML 5 - WebGL would also be great to know about. And finally any articles on the subject would be great as well, thank…
Here's an example from my own work. This is the exact same game level, just tweaking the camera angle and materials and color grading to get different "looks". It's actually a ton of fun doing this, because all the content is made already. It's just putting a fun spin on it all to come up with something nice to look at.…
@illumisanic Oh, correct me if wrong think my question wasn't that clear? indeed sorry about that bad habit/s : # Had initially meant texture resolution and as I understand this is a hero prop? so was just wondering if the texel density was either 4096 = 20.48px/cm or perhaps 2048 = 10.24px/cm...etc? hence out've personal…
Hi everyone, We are looking for a first-person weapon animator/rigger for our tactical FPS project, built in s&box / Source 2. We will provide: * weapon model * already rigged first-person arms * textures/materials (if requested) * reference examples for weapon positioning and animation style (if requested) The weapon…
I did a test not long ago with normal mapping leaves. Don't know if Torque's materials support this kind of effect though. Probably overkill anyhow, unless you get self-shadowing and you don't care about fill rate. http://www.ericchadwick.com/img/tree_light-scattering.html Here's another example that isn't using a fancy…
Hello! I'm just looking for examples of different portfolios because as i've said before, i'm learning as much about 3D as i can, and was thinking of making something for a portfolio piece soon, but i don't know what would be considered good for a portfolio piece because i don't want to throw some shitty portfolio piece…