Hey! I just finished a model for a hobby game project. On this I did the complete workflow from scratch and was able to learn quite a lot. For example that I should do the UVs before start the rigging due to slight offsets while adding constraints - messing up the placements of low and high poly models for baking. So I…
I have been building high res sub-patch models and then manually retopologizing them with 3D Coat for reducing poly count and baking normal maps. Since poly counts aren't as critical these days I'm considering just using the subpatch model with a division of 1 for the retopomesh. This creates a much cleaner and accurate…
Been working a lot in the UE4 shader editor for this stylized grass. Thought I would share here. Uses all native UE functions without anything too fancy, it's easy to get a good result. Even has wind effect. Something simple, but really anyone can make something like this in no time at all. Funny enough, I actually hand…
Hello :) . This is a piece I have been working on as part of my Gnomon Hard Surface Modelling course. In the course we focused a lot on the modelling aspects and I learned quite a lot. I am open to any constructive criticism and hope to hear what professional artists think. Thank you, https://www.kravenark.com/pvs7nvg
Hello everyone, This is my first post here on Polycount :) I started building a train station platform for a game environment in unreal engine 4 and I'm wondering what would be the best way to modelize the corners of my windows. I feel like I did it the wrong way... Could someone give me a hint ? Thanks !
This might be a glaring hole in my self taught education, but is it ok or the norm to crash geometry? Does it hurt a portfolio piece if you do it? I've been under the impression that models needed to be airtight. That could be because I read up a lot on 3D printing and I know its necessary there so I assumed it was across…
Hello guys, I'm still working on my scene in UE4 and would love to add some spider webs on the corners of the room, but I would like to know the best way to create them. I'm still new in the industry. Thank you :)
From my perspective, had thought the previous series complimented your scene nicely, although admit was focused more upon the asset itself so missed those points you've mentioned above, indeed earth has an extremely thin habitable layer/zone at only 3000m (12.500ft) altitude without need for an oxygen mask and 100km (62…