I still haven't gotten on to learning Zbrush that well yet, but in terms of game art, are things typically done low poly in a 3d program and then taken into Zbrush for making the high poly and generating the normals? Are Sub divisions still widely used or does Zbrush make them redundant? cheers.
I'm really new to 3D Art, but am planning on a career as a game environment artist. So is learning shader languages worth the time? My summer break is coming up and I was thinking that I would spend my time learning a shader language if it would be a great benefit. Any opinions on which language to learn, and where this is…
I'm not really sure what kind of environment to create for my portfolio. What types of environments are effective in portfolios that can help land a job? I was thinking about doing a horror game centered around catacombs, but I'm uncertain if that's a strong choice, or if I should focus on a city or a sci-fi environment…
How do I delete these instance parameters? I cleared them in the actual nodes itself. Whenever I drag and drop the graph into another graph, the overall node still has all the ones that should have been deleted.
Hello everyone! I've been planing on modeling a next-gen environment for a long time, but never had the patience to start learning lowpoly modeling until now. I have quite a lot experience with highpoly modeling with Zbrush and 3ds max. I recently downloaded unreal engine 2 runtime, and there are many things that are…
I made a simple box and noticed that 3ds max places an automatic smoothing group per polygon, is this normal and why is it doing this? Should these groups be be removed for my low poly model?
I feel like creating a .cur file has presented itself to be quite difficult. Does anyone know of any snazzy plugins or apps that allow for easy alpha channel management?