Hey everyone, So I'm having a problem with baking my high poly model onto my low poly, and was wondering if anyone has some advice for me. I've tried tessellating the mesh after I had UV-Mapped it, and while it has helped, i'm still having some warping issues.
Hello Polycount! I'm finally ready to post my draft portfolio. There's trepidation in my heart as I unveil my portfolio to the online world. Any crits or comments are humbly appreciated. http://www.env-art.com/ :D Context: I'm a university graduate looking to apply to industry for the position of environment or prop artist.
Here is a staff i wanted to make from WoW. I am used to doing more realistic texturing so i wanted to just play around with colors more than using textures and try and get the feeling of the materials. I textured it using just flat colors through quixel. Made base in max, Zbrush for sculpting mesh details and Quixel for…
Here is a wooden chair that I did from a concept sketch for a project I work with. This particular project had a lot of work with curves that I have never done before, so I learned some things. Comments and critiques very welcome, however, if possible, please also provide suggestions on how to fix what you point out. Im…
Hi world, I'm currently working on a couple characters for a sims like game for android/iphone, which involves customization of the characters clothing and accessories etc. My question is can anyone show the type of poly count & typology examples of clothing that help animation and performance. please share a few a words…
I try to find a good way to add a zipper to a open jacket. To keep the vert count low I think I would use a strip with repeating uv, so I can apply the zipper texture to it. let's assume this is my "zipper" strip: it is easy to model a straight strip, but how would i align that strip to the jacket? what would be your way…
Of course, I know the environment art pipeline and everything to do with modularity/asset reuse. I just wonder if I could make the exporting/importing pipeline smoother. If LiveLink is useful not only for animation, then here are the list of changes in Maya that I would love to do instantly see reflected inside Unreal…
I need to make a set of modular tunnels & caves that are totally seamless(no vertex normal seams, no texture seams) for UDK/UT3. Anyone have a tutorial(=pix) or know how? I have no idea how to fix the vertex normals, or what the proper setup for using tiling texture(s) is on something like this. Thanks... Example of…
From what I've heard, characters like the G-Man and Alyx were 6-7k triangles with 3x512x512 textures, however I'm betting those are lowered a bit when it comes to multiplayer characters. I'm currently aiming for a 5k characater with normal maps, a 512x512 map and a 1024x1024 map. Am I still too high?
So if I have a sci fi door lets say and it has complex rigged animation - and I want to make it a class blueprint - how can I make it so that it has a box collision around the whole door? if it is a skel mesh? rather than the little capsule that appears Do I bind the UCX_Sci_Fi_Door to the rig and have it animate with the…