Hey Polycount, My 3ds max has ben working perfectly and for some reason now the scale tool in the UWV unwrap doesnt constrain the proportions anymore which is a pain in the ass. You have to have ninja like accuracy to drag it in a perfect diagonal line which sucks haha. I have tried looking for some tick boxes regarding…
Hello everyone I am new to the polycount community and I need some help in trying to do some work with Maya's dynamics. I am trying to create a tornado affecting card shaped objects. I want to create a "bounding box" because after awhile the objects just fly away from the field. Is there a way so constrain the objects…
Hello again, I just wanted to ask how can you make a modular cave. I saw boulders tutorial (when you just make a couple of big rocks and merge them together in different shapes). But I've seen a modular cave of another sort, split into pieces. Corners, rounds, stuff like that. And the floor obviously has random shapes and…
Hi all ! I'm making some new stuff for my real-time portfolio and I had the idea to realize "dioramas" (like Warhammer Golden Daemon scenes, ...) to constrain my work in a precise space and give it a pretty cool look :) There are some WIP images, followed by the final result. 01: The Plint and early test of normal mapping,…
Hello all, I am in need of some advice or a tutorial- I am working on a '2D' game (it's actually 3D but constrained to the side, characters are made of quads that overlap) and was wondering if someone could show me how to rig it up? The setup is very similar to Zombieville or games of that style. I am using 3ds Max but can…
Solid advice. Except for recommending objectspace. This type of normal map is mostly avoided in game development since it's very difficult to compress properly, so it eats up a lot of your VRAM memory budget (which is a very constrained resource). You can use objectspace for a portfolio-only piece if you want. But game…
Based off of your portfolio especially the hard surface weapon stuff - skillset is certainly there crunching this down to within or bang on the specified tri count alongside other budget constraints plus there's plenty of time, as well. Personally, really depends upon whether you're feeling comfortable about investing time…
Open faces are preferable for any pieces that loop; as you say, nobody will see them. I'd UV map all of them as in your top example. The texture should be tiling horizontally. You only need to work at tiling #2 as well as how it joins with #1 and #3. The 90deg corners would be made of separate pieces of wood, so there's no…
What if each participant were given a floor? Like in the example of the pixel art tower that Adam referenced. That way each person's work would be easier to fit together, since you could just place it at a fixed X and Z and then just translate it by some Y in the scene. Each floor could include an elevator in the center…
try to make each face more like a square instead of a stretched just sliced rectangle. You did not tweaked much other than the 45° outer edges - but not within the shape itself. Depending on your 3d app you should have an option for instance to constrain along or on faces or edges. WIth that you could better shift vertices…