Got to see this at the show and it is indeed far more impressive than anything else I've seen. But. . . I did want to lend some weight to the point that the artwork behind the engine is quite a bit of what you're seeing. I went to a talk with an Art Lead and Modeler from Epic talking about how they make their assets and…
I am working on a building in blender for a level I am making in unreal. I designed my trim in Quixel mixer using mask's and mega scan surfaces. I'm getting obvious issues are the seems. my biggest issue is lining them up and all. It is a uv problem, but could also be a design of my trim sheet's as well. Right now my mesh…
https://youtu.be/DkEbD4CQ5BU https://youtu.be/MEN7-Q1UyqA Above GIF Taken From Here (Click) More Examples on Polycount (Click) model https://youtu.be/o5n3WCyeV04 https://youtu.be/OFmlUgXzevw https://youtu.be/HGputlPA590 model https://youtu.be/bqIzYaBHcw4 model model model model model https://youtu.be/GbvU_ewu-Hc…
Hello there. The title of this thread aptly sums up my position! I'm posting this here for two reasons - one, self improvement. You folks really know what you're doing, and I hope I can get the right sort of pointers to make my "age" (read: level) look great inside the engine I'll be using - Cyan World's Plasma 2.…
Hello Polycount! My names Erik, and I am currently heading a small open-world RPG right now, built in Unity. As it sits right now it's currently in its Alpha stage, well its nearly fully programmed (minus adding the story and quests) and we just need to start filling the world and designing the characters fully, this is…
Hi guys, I am looking for advice on texturing high poly zbrush sculpt. So far I was doing LP characters for game engine so it my process was: Zbrush HP sculpt > Retop as few chunks in 3ds MAX > bake the maps for the LP > paint the LP textures in PS. Right now I was asked to do marketing render: posed HP sculpt, specific…
Sorry, I'm starting this challenge pretty late but I fell in love with the concept "blade nare" by Q - peng. First of all I started gathering all the references I could find for the clothes along with anatomy references to build up the character. I did a list of the things I should do in Zbrush and what I should model and…
Agree with points given by the others here. Just wanted to share my own experience since I was also in OP's situation when I was starting out back in 2016. I did all my learning through self-study since I came from an industry far away from digital entertainment. I was totally lacking direction at that time, didn't know…
Adam summed things up pretty succinctly, so I won't go into any further details, but I'll try to answer kevingamerartist's last question re: explaining workflow process in an interview. I've had a few interviews where I've been asked hypothetical questions about how I would tackle a given task. I think this is more or less…
I think your approach is spot on. Boldy differentiating your materials is an excellent place to start working on a texture. All those warms and cools are your best bet at making a rich texture. However, I would say this is just the start- for here you`ll want to reign in all those extreme values. working with solid colors,…