This is an asset pack created for an introductory first year university assignment. Six assets were to be made under the following constraints: Five general assets using a single 512 diffuse, under 1k tris. One hero asset using a single 2048 diffuse, under 5k tris. They must all follow a similar art style to Fable 2.…
Hi everyone, I'm creating a game asset that includes a bulb. My question is: should I make the bulb double-sided in both the high-poly and low-poly models?
About the Project A browser-based 3D social platform where communities hang out in shared virtual worlds using customizable avatars. Think of it as a cozy, low-poly metaverse rendered entirely in the browser with Three.js. What We Need We're looking for a 3D environment and character artist to create: Avatar Base Model &…
Diving back into creating environmental assets and approaching the plan to start selling AAA quality asset packs. Here is a group of stone assets that I slapped together to create this formation. Rendered in Unity Each rock asset is currently under 1000k poly's.
Hi all - Just curious on the amount of assets per level where it gets to be too many. I know that’s a question with a hundred answers, but I’m just working on a game with some friends and I’ve created about 200 assets so far ranging from big platforms, large to small rocks (largest asset around 2500 tris). The level is…
You'd be really surprised how forgiving larger AAA studios can be when it comes to time on an asset. If you give thorough and legit reasons for time spent on an asset or task, they will budget for it, especially for quality/efficiency/etc. Though, obviously there are deadlines, and they will not push a ship date for your…
how do you deal with very large and long objects For a larger asset like a ship, I would consider using a tiling material to cover large areas, using vertex painted or second UV channel masks for break up, combined with parts textured by a trim atlas or individually textured. For smaller assets that extend in one…
Yeah. I should have explained better. Scan Store provides full body assets. They come with a 5 subdiv level Ztool and the following maps: color, normal, roughness, specular roughness So the geometry is not baked to a displacement map. You wrap and transfer the geometry details to your own model and export the displacement.…
Hello, everyone I'm fairly new here and I'm currently learning about Game Asset creation using Blender, as well as game art overall. I wanted to know if it is "Mandatory" to model a game asset with Quads and then triangulate it after the fact. Because I'm working with a lot of Ngons when modeling a sci-fi weapon game asset…
Hi, I'm a game artist and I'm in the process of making a large table that has a lot of sculpted detail. I just finished the sculpt in ZBrush and I'm now UVing it. The shells do not have enough texel density if I map them to a 2k map so I was going to just cave and use a 4k instead. However, I've been watching some videos…