another alternative method is to use a basic normal map shader - paint into the map with photoshop (rtt a sphere to a plane normal map gives a good palette picker) or a 3d paint app (to give you your "real time" interface) then do a map to map channel (IIRC there a free plug that does this) then do a map channel to normals…
I welcome you to the Weekly Anatomy Challenge! There is a lot of people on the forum struggling with the complexity of the human body anatomy, including myself. Although, there is a huge amount of references that can be found over the internet, I think that nothing helps more than a help & criticism from fellow artists. If…
For all the those with TW2, some CDpjkt Red guys have (in their free time) made this unofficial rebalance mod. http://redkit.cdprojektred.com/index.php?c=mod&m=show&p=77 Sounds rather awesome (And I coincidentally just reinstalled tw2 the other night). Thought I'd share because it's something people would probably love but…
Honestly, I never expected so much from a DLC. It came out (after alot of fuss) yesterday and having jsut finished it, I gotta say that it was one of the best gaming experiences I've had in a long time. Better than any other mission in Mass Effect 2 itself even. I already posted my thoughts on another forum, so I'll just…
Hey everyone this is my first post on polycount and I wanted to share my progress with you guys. I noticed on my portfolio that I don’t have any props or sci-fi style assets, so I wanted to address that. I came across a really cool concept from Natural Selection 2 and wanted to give this one a shot. (Concept is the…
Hi mates, i am learning on my own, and since some days ago i got a problem with UVs that i really can not find a solution after searching for long time. When you have a hand-painted texture you can stack 2 symmetrical parts, right ? But when only some parts of the character ( or prop ) are symmetrical the method that i am…
hmmmm I dont remember that spot from Halflife 2, it has been too long ago. But I would guess that it did look better. Not because of technical limitations like polycounts and textureres, i am pretty sure your stuff is higher res in all regards. But in terms of mood, lighting, shading. To be honest, your remastered area…
bounchfx: You should check out sites like Interlopers.net. It has a good selection of (mostly) well-written tutorials. The great thing is that you can use the same techniques to build levels in any Source engine game, be it Half-Life, Team Fortress 2, Day of Defeat, whatever. Vig: I'm definitely looking at changing up some…
We are looking for 1-2 prop artists. Work is full time for next month probably. Possibly more work in the future. Artist should be familiar with typical techniques such as high poly modelling, high poly -> low poly baking, texturing, trim sheets, etc. More info about the project can be found here :…
I have a very strange dilemma to deal with. I have a building .FBX consisting of multiple objects with different tiling materials applied (overlapping UV's outside of the 0-1 uv atlas). I have created a separate UV set that contains the WHOLE buildings UV's but in the 0-1 UV atlas with no overlapping for the purpose of…