I just read your reply, ironic how i also ended up putting an evil eye in my tree (in my digital thread if you want to see the finished thing.) also, but that only came about because of the theme i started to pick up on while working on the concept that your thread inspired thanks again (reference image above with the hand…
Marie: thank you! :) Jesse: thank yous, and thank you for all the help ^___^ Paul: thank you so much, i'm pretty happy with the textures too :D Jonah: thank you! XD David Wakelin: thank you so much, and is this what you were wanting to see? :) Hang10: thank you so much! ^_^ Miles: thank yous! :D catzpaw164: i haven't…
Hello everyone. Few days ago, I opened this thread https://polycount.com/discussion/comment/2734111#Comment_2734111 concerning the basic pipeline to follow when you want to make a game asset. I've received the answers I needed to start a project and try to follow the "checklist" of the 3D Game Artist. BUT of course I'm a…
To preface this “article” : Everything stated here is totally anecdotal, as in, based on my own experience and what I observe\talk\learn through other professionals. It DOES NOT necessarily represent my current employer views nor i speak on their behalf, this is opinionated and seen through the glasses of my own individual…
Hello everyone. Few days ago, I opened this thread https://polycount.com/discussion/comment/2734111#Comment_2734111 concerning the basic pipeline to follow when you want to make a game asset. I've received the answers I needed to start a project and try to follow the "checklist" of the 3D Game Artist. BUT of course I'm a…
She looks like a jelly fish, cool design, so what i would try to do is make a translucent material (shiny version of her) then the opaque version of her (faded version) under the shiny part, so you'd have to versions of her, one inside (flipped faces / scale it down a touch ) one outside (normals facing the correct…
A good start! This is going to be a bit of a wall of text, but I'm just dedicating a paragraph or so to each image you've given us. First, for all the examples, tone down your normal details. It's a common mistake with beginners to add a whole lot of gritty and really intense noise to their height/normal information,…
You can combine multiple textures into a one, but separating out textures from one into many is a lot harder. So usually if I don't know exactly what I need, it's best to keep everything separate for testing, then you can combine later. It's been awhile since I did it and I ended up going towards character art, but I…
The wiki is a great place to start learning things! http://wiki.polycount.com/ The mesh that goes in-game is not subdivided/smoothed. For most modern game characters, a high resolution model is created with many millions of polygons using a combination of a 3d modeling package (ie, 3ds Max, Maya, Modo) and a sculpting…
One thing I would make sure (after you're set in the foundations/basics) is if you want to work in VFX or in videogames. (I realise that you've mentioned video games) That said could you post all your most recent work in this thread? I looked up your work in the other threads, they are all stylized models that seem to be…