I actually quite like it. I like the hose on the floor but make a variation with it in the hook if you're planning on using it in a gas station environment as 4 pumps with the hose on the floor in the same place will look crap. I'm not sure how you're doing this prop. Is it a 50's gas pump in the 50's or a 50's gas pump as…
I am creating a Tree asset for CryEngine and having some problems with the proxy. It`s only going to be on the trunk, i have 3 lod`s on my tree but when i am trying to export the tree without the proxy it seem to work but with the proxy the lod`s are getting deleted in CE3 and my material is then only my Trunk material not…
Looking nice so far. I would suggest adding some variance in detail, adding some lower-frequency areas for the eye to "rest". For example not using the same rock models everywhere, but having some differentiation. The roof opening looks a bit odd with the same high frequency rock as the lower walls, like it could cave in…
Maybe someone will chime in with more exact info but in the meantime here is an old post from a previous answer. With all character bakes the model pose is ideal for baking textures. In this case you could probably curl the arm backwards to expose more room around the suckers. This means when the tentacle is at a relaxed…
I and my small team specializes in creating 3D models, retopology, textures for games of any complexity. - Props - Environment objects - Textures for PBR - Characters If you need a lowpoly model for games we will do it for you in the best quality and will try to do the job in a short term and at a reasonable price for you.…
Hey guys. Thought it might be a good idea to start one of these... Here are a couple of works in progress for a collab project. Very open to critique, so please feel free to demolish my work. Here's a quick screenshot of the Mercenary character in udk. 1x1024k d/s/n and 1x512 d/s/n. 13766 tris. Concept by Dylan Palmer.…
Hi everyone, I am having the following problem: This is my bake in Substance painter The indented gradient shades nicely here. The same mesh in UE4 The hard edges in Maya SP baking settings I also tried baking in Handplane to a 16-bit tiff, with the same result. What could be the issue and is this the expected behaviour?…
Having just two pictures for reference is really not enough to make a decent model. Especially, taking an ingame model as reference is something I would never recommend you can never be certain its in any way accurate. In this case, the ingame model youve chosen is a made-up AK it has only very little in common with…
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