No need to snap to a grid for a 1-off asset. You really only need to use gridded modular meshes if you are making a whole town of buildings, and want to leverage a library of reusable parts. For example: https://polycount.com/discussion/144838/ue4-modular-building-set-breakdown/p1
Hey guys, again thanks for the support, and crits. It helps greatly. More Greens on the Bronze it is! I'll whip up a quick example, and post it when I can. I am up north at the moment helping a friend move. I'll post up some wire frames as soon as I get back. @ DWalker: I had to use a darker Brown Lime stone for the Main…
I've noticed it a lot in recent games like Oblivion Remastered, God of War Ragnarok, etc. The modular meshes have thickness for some reason, even if they are tileable or unique. But some games like AC: Mirage have all their meshes thin. What's exactly the point of thickness here? Example from Ragnarok
If you have soo many problems with this and you came not up with the idea to ask your teacher.. or simply look a some real life references.. for example any twist drill available in any hardware store.. https://en.wikipedia.org/wiki/File:Drillbits.jpg ..then you may have to overthink your path to be an 3D artist.. maybe…
Thank you so much! By cuts I'm guessing you mean multi-cut, yeah? The work of the Spider-Man games have been a great inspiration for me as a 3D Artist, so really, thank you. Another question not as related to the retopo process. How were you able to create the tendrils for the symbiote stuff? Like the suit transformation…
I made a system to create lips and jaws based on Paul Neale, the whole system is created based on initial points. The question is how to create the starting points and then manipulate them all together and transform them into smaller or bigger ones as if they were a single group and based on that size I modify generate the…
I'm an indie game developer working on a project titled Soul Saga. After experiencing several complications with my 2D art, I've decided to make the game 3D and port my current characters. Here is the 2D images of my game: http://www.disastercake.com/soul-saga-episode-1 Here is a list of requirements I've gathered thus…
As Neox suggested, you could try overriding the tangents in Substance, using a spiral gradient. As an example, here's one I made for glTF's anisotropy: https://github.com/KhronosGroup/glTF-Sample-Assets/blob/main/Models/AnisotropyBarnLamp/README.md#anisotropy-directions
There is alot of musculature you are missing. The bone structure is too strong around the jaw and not strong enough in areas like the brow. The example is stylized and the features are enlarged while the skull is small in comparison which suggests youth. In Blender you can set up an image plane and place the front and side…
A. Procedural texturing has pretty limited used, and wouldn't ever be used in a situation where you want a really specific detail or effect. It certainly is not viable to use for an entire game. Some tiling concrete wall textures? Sure, but not as the basis for all the textures in your game. B. Procedural texturing is only…