Good day/evening everyone, today I mustered enough motivation to chase an old dream of mine of making my own proper videogame calling it "project ALT" for now.but before even tackling the drawing board for that one I decided to start a small test project that in order to pickup any missing skills that i might need for the…
Hello Everyone, i was searching the web and forums for the question which solution is better: I found out that there are 2 options for me (maybe more I dont know) to get my textures on my model I made with blender. 1.) The first option is to do it the default way. Unwrap my model in Blender and get my textures on it in…
Hi, first thanks for taking time to answer me. First about a carrer choice, i heard the better way to get into the game industry is as a environment / props modeler ? But is it also true for Film industry ? And i was also asking myself, how many poly a " next-gen " character should have ? and how do you define next gen ?…
We are Arcade Freelance, a small video agency based in the western United States! We are currently searching for a 2D-pixel artist to collaborate on a client project requiring the following (Note: this is an intro-level contract): Criteria: * Expertise in 2D-pixel art and character animation * Ability to create engaging…
Hey Polycount, Releasing Quadify Ultra today, and wanted to share it here since this community has always been where serious topology conversation happens. https://youtu.be/1_7xRSyeLUc What it is Quadify Ultra is a retopology addon for Blender 5.0 with an ML routing engine. You select a mesh, hit Ctrl+Shift+Q, and it…
When you are working with any shader combined with the textures for material definition, you really need to make a decision; what is the ultimate output goal? What I mean by this is your final presentation. Is it going to be in an engine or offline renderer? Creating textures for material definition in one engine/shader…
Well..you will want AO and Normal maps on a surface that you are attempting to portray an illusion of depth on....The normal map tells whatever rendering instructions you have which direction to make each pixel of your material appear to be facing...for example the tangent space normals are all on the blue channel in order…
I..... wrote a very long post and then something happened and it was all gone T__T So let's try again: FRONT: Probably the most crucial part (to me), so I devided that into different working steps that would make it possible to you to see what I did in relation with your 3D Model. Facial shape: Must be longer and…
This looks pretty sweet, though I've gotta say that the polygon distribution and topology in a couple of areas is a bit odd. You've used a ton of polygons on things like his collar, belt, and small areas of his pants and shirt that could have been much better spent defining his facial features and the details of his hands…
The first link is to an information pamphlet that informs people on the terms of copyright. That's no proof of a intellectual property law. The second link also offers no language that posits the notion that IP is a part of property law, nor does the previous link. Lastly, the reference in the copyright act of the words…