Hey Polycount, it's been forever since I've posted any art so I thought I'd create a thread for my current personal project. I've been tinkering with it here and there in my free time after work but I'd like to start putting some more focus on it. Any feedback, critique or suggestions are greatly appreciated! The scene is…
Day 3 Today is a day of changes. But first let's see how the tombstone look like. As my first ever rock sculpted, i'm pretty satisfied. I think that most of the details will come with texturing. Also i opted with letters that come out of the rock. Initially, i wanted them to be going inside, but the result wasn't exactly…
I thought it would be helpful to new users in particular to share how I've customized my Modo for direct modeling and UVing Unreal Engine 4 game assets: Preferences Defaults > Animation Frames per Second = NTSC (30.0) Defaults > Application Group Selection Cmds = Uncheck Item Index Style = Item_2 Defaults > Auto Save Time…
3D Environment Artist - all levels needed (Lead, Senior, Mid, Junior) Job Description: As a 3D Environment Artist, your responsibilities will be as follows: - Create awesome real-time environment art assets. We are looking for an efficient and flexible workflow that satisfies game engine budgetary requirements. - A General…
I'll definitely be adding to this list, but here's a few. UVs - solid face color fill for non-selected faces (so you can constantly see the filled UV islands while packing). - Integration of some of TexTools tools, like the automatic UV shift overlay (you can do this manually at the moment, but this is 1 button press), as…
The purpose of overlapping UVs is to save valuable space on the sheet. When you have multiple identical elements you place them on top of eachother in the exact same coordinates in UV space. This is called stacking. You want to ensure that the islands are placed exactly on top, rather than eyeballing. When you have a…
Nice, your money shot is getting really interesting. It's definitely the strongest composition so far. Taking the red down helped alot I think. A couple things: The palm branch in the foreground is a good element, but the model isn't holding up at this distance to the camera. This would be a good opportunity to make an LOD…
Awesome to see you posting here! And a really cool piece you chose to make. you have come a long way. I like your lighting. I have a couple critics for you. First I agree with what Kurt Russel and blaisoid are saying. Some dirt collecting around the edges of the glass would help. Just subtract this in your emissive map.…
In UDK this would be very easy to do with the built in shader editor. In unity I know I have seen at least one node based shader addon/plugin but I think it costs a few bucks and I'm not certain of its total functionality but I will try to explain the other questions. The dirt does not need to be on a texture sheet of the…
I am not sure what you are exactly asking, you kind of went off on a rant that didn't make sense to me. I can answer you original question, but if you have others please organize them and clarify better for me. Your first example is typically called "water tight," geo, which means all the shapes that don't need to move or…