Slow progress recently but I've finished up the Highpoly and unwrapped it. I've still got split it up as two different texture sets and then I can normalize the texel density. As you may have noticed its all over the place.
Finally sharing my latest personal project. An environment for use in a real time game engine, rendered in Unreal 4. https://www.artstation.com/artwork/18a9lK Everything was created by myself, apart from some of the decals and textures that were sourced from the internet/other projects. MidJorney was used to generate the…
isnt wrap more used to transfer existing topology onto a new mesh? say you have unified base topo for heads in your game, with wrap you can transfer that onto any newly sculpted or scanned head?
Hello guys, would like to get some feedback on this, this is American gas station, where all props made by me in blender > rizomuv > substance painter > ue5. what do you think about composition and color grading, how can I make it more realistic? Thanks in advance
Hello everyone, I am doing poses of the character model I have developed in the past few months, in order to polish it and then import it to Unreal Engine and create renders. The character I'm developing is Joker, based on his classic BTAS design, and I am aiming to create renders that resemble those seen in Smash Bros…
thanks, but i believe this is a bit out of my "pay grade" ("knowledge level" to be precise :-) ). Any link (to a tutorial or so) that explains what you are talking about in more detail...? Thank you :-)!
For me it's the opposite lol, I suck at hard surfaces. Exactly, I think it's fun when you can get your character naked and customize their genitals even if there is no gameplay reason for it. And since you have multiple humanoids you can make interesting body designs that expends the lore.