I'm not sure if I worded the title right, but if anyone who knows how the technical stuff works could shed some light on a question I had. If I have a mesh, lets say for instance it's a brick wall. We'll say the wall is made out of 9 bricks. The high poly has been baked to a plane and you have your texture for the wall.…
Hey, I'm currently working on a piece that revolves more around Gameplay but from the eyes of the Champions on the Rift. It was based on a match I had when I last played Jhin (albeit different teams) the match was quite one-sided even by 25 minutes, but the other team didn't back down, which I admire and appreciate.…
Hi everyone, We're currently building a pool of 3D Environment artists for an upcoming project and ongoing work after that. If you're looking for a stable, long-term studio to collaborate with, this could be a great fit. Rates are negotiable based on experience and quality of work. Rates are negotiable based on experience…
iirc you wouldn't be able to do that from maxscript - you don't have many options when it comes to the uv editor. there is a probably a way to reduce the number of times you need to do this by changing the order you do things - I don't remember getting particularly annoyed by this problem when I was doing a lot of work in…
Been unfocused, small update. Gonna go work through the numbers. Realised the skeleton was off quite a bit on quite a few areas and will have to adjust that.
I don't think we learned what the numbers were for at all. we just saw them in another location, which happened to be corresponding to the oceanic 6. doesn't explain why they were everywhere outside of coincidence, or i suppose, 'fate'. I didn't find scribbled writing on a ceiling to be an explanation. even then Valenzetti…
Another update for this week :) All images below are directly from Unreal Engine. Over the last couple of days I’ve been focusing heavily on refining details throughout the environment, especially terrain variation, material breakup, and overall cohesion. I’ve also been adjusting the horizon and surrounding landscape to…
@christrom It looks like you're headed in the right direction. Like Eric already mentioned, what you have would be fine for baking in most high to low game art workflows. As far as a light technical critique of the model and topology: if the goal is to create accurate, detailed high poly assets with a relatively even…
Hi everyone, We’re Lucid Realm Studio, an indie 3D game art production team, currently looking for mid-level freelance 3D artists experienced in creating stylized hand-painted armors for a stylized MMORPG project. Texture quality level and art direction is similar to WoW. Project Style * Stylized MMORPG * Hand-painted…
This might be a problem with my workflow, but I'm not exactly sure how to correct this. When I'm doing hard surface in Maya, I find that I'm using multicut and edgeloop really often. I find that I usually use edgeloop just because I can't seem to get good bevels with multicut sometimes, if they work at all that is. I've…