My process for the Camaro ZL1 I used CAD data and prepped the vehicle for production (including
applying materials). Then I designed the layout for my scene. Next, I build the
road and post in RailClone. I also created the lighting using an HDRI and the camera
animation. I sculpted and textured the mountain in the…
I've been there.. I even got it on record.. http://www.polycount.com/forum/showthread.php?t=81810 I loved to start projects back in the day. I think I have around 35 open projects that will NEVER be done. For me it was part of the process of becoming the artist I'm today. Looking back, and the advice I gave a friends just…
Sketch @knacki maybe get some Noisy brushes for vegetation etc, and some texture brushes for rocks and ground. But in general its more about how you use your brushes, If you dont know how to use them they wont help you. Obviously you probably want some textury brushes etc but John Park did some great environments with a…
For the flower, you can definitely use planes for the petals. There's no need to model such complex geometry for a single flower. There are two ways you could get around this, both using alpha/opacity maps. When it comes to vegetation in games, modeling out individual leaves and details is obviously going to create a…
Its a catchy name "buffalo taxi" I think splatter around the light is too overwhelming , its like a moth effect you cant stop watching it Looks to me that buffalo is taking a break not sure if this is intentional but its in contrast with fast walking guy in front Maybe give buffalo some shine to the eye bring life back to…
I think Cojax and Metalliandy should take it easy. Nobody is Airing anything fellas; I list topics which are important to me and my profession. Things I am interested in knowing more about. If that's a bit much, feel free to find a "i can has vegetable soup" thread. There's sites out there that rate companies, and there is…
660 polys on the decal mesh, 1600 polys on chamfered surface (same vertex count as with hard-edged unchamfered version as it's just using face weighted normals with one smoothing group). Most of the surface polycount is down to nicely shaped seams between material IDs, - the less you need those (e.g. if you don't need seam…
Here are a couple pics of what I'm trying to achieve. I'd like to capture the look of the imprints of the form work. As far as color and wear, it would be a lot different since these are present day pictures and I'm trying to recreate it as it was back around June of '44. As far as noise I'm really not sure as to how much…
I'm seeking some guidance and feedback on my current work pace and portfolio. I've been working on several projects, and I'd like to get your input on whether my time estimates seem reasonable or if I need to make adjustments. Here's a breakdown of my recent work with estimated completion times: Portfolio Link:…
Hello polycounters This project is essentially a remake version of an old work in progress portfolio piece https://polycount.com/discussion/172443/abandoned-flooded-mall-ue4#latest I could not figure out how to complete it at the time. I feel it is an interesting concept and design so I'm remaking it. The project is based…