Hello,We're an indie team working on a mobile game.We are searching for a poassionate, talented and quick 3D artist.We need 18 characters models.Every model have to be low poly (5k max) and have to be in an idle pose, and in a jump pose.The material need to be unlit and with only diffuse map. We want to be hand painted…
As a new school course starts, I have decided to make an environment. Our limits are 50 000 tris and 4 x 2048 texture maps/material. With a time limit of two weeks, I have tried to find an environment that isn't too complicated, but still interesting. This environment will be rendered in UDK. The concept I will be…
Hello, please tell me why I can not set the height of the texture? import mset import os desktop = os.path.join(os.path.join(os.path.expanduser('~')), 'Desktop') mset.importModel(os.path.join(desktop, "temp.fbx")) baker = mset.BakerObject() baker.outputPath = os.path.join(desktop, "bake.png") baker.outputSamples = 4…
I finally found some time to continue working on this model. I finished the low poly. I can probably still optimize it allot but i want to continue with the uv's. I have 50000 polys so far. @ kanga, thnx for your reply, i am not sure what you find weird with the feet, i didn't flatten the feet in one of the screen captures…
do the same but just 3x stronger in all regards and remove the fog thing in the distance, needs to be way darker and brighter, check out some other games at best that look similar…
Max's handling of non square UVs is pretty bad- I think your best bet is to type in a U offset of 1 for the sheet you want on the right. Then add some extra objects to your mesh and place their verts at exact UV cord corners (0,0 0,1 2,0 and 2,1). Then with grid snap on and the free transform gizmo you can move the right…
I will probably do this moving forward.. however it did take awhile to bake the maps the first time around so for this one id rather not have to explode the model + bake it and learn how to do all of that in XSI for the first time when the deadline for this asset is already here. But if it comes to that... any good…
Yeah that's better, I think it reads as flesh from farther away now and I dont have to sit there an try and figure out what is metal and whats not. Looks more alive and less like a zombie too! As far as the paint goes, I was thinking in refrence to the uruk hai sorta like this…
The bathroom scene looks better with those changes for sure. I really dig the super detailed linework environments, keep working on adding shadows and subtle lighting to make them more readable and give them dimension. Be careful not to let the shadows overpower or obscure the line work though. this is an awesome example…
Im like really to afraid to post back after all of this 0_0 I just wound up using splines and remodling parts that splines could not trace, its not my original intent of what I was trying to do, this sucks for later things I will be trying to cut// make shapes from but whatever. splines , remodeling and just doing it…