@Ashervisalis Thank you for the feedback and encouragement. :) I found lighting the basement scene to be pretty tricky. Looking at it now, I see that I put too much weight into matching the concept art versus visibility in the engine. I’ll link the Google Drive folder where my art test is stored in my original post along…
I see what your trouble is. http://polycount.com/discussion/169763/pc-cs-go-ak-47-silence#latest There are three ways to embed an image in your post: 1. Save your image onto your computer hard drive, open the folder where the image is, edit your Polycount post, and drag the image from your computer folder into your post…
I haven't checked out the video (I don't have the 13 min to spare sorry) but I can kind of help you with some pointers about maxscript. You can trigger another script with the "fileIn" command. You can package your scripts up in a .mzp fiile which is just a renamed zip. With a little work and research you can get a .mzp…
I am not sure now what quide I used to load dota 2 particles to SFM... I found those two: http://www.cyborgmatt.com/2012/07/dota-2-sfm-tutorial/ http://wyksblog.com/guide-dota-2-content-in-sfm/ I think mostly I did what is described in Wyk guide with one example that I extracted also particle folder to SFM. I have tried…
When I first upgraded to Max7 I started using PSD's for materials and for some reason Max would crash (not all the time) when I switched from PS to Max. I went back to TGA's and it hasn't crashed since. Instead of CTRL-S I press F9. It also backs up the PSD to a seperate drive and saves the TGA to a my fini model folder…
I got some sort of "ERROR: Can't verify blah blah blah.pk4." and some other junk. I figured if I copied the data from the cd's onto my computer I could install the game, but I got a cyclic redundancy error on one .pk4 file (pak10.pk4 in my case) and I could not copy the file whatsoever. I would have returned it immediately…
From Sophie3D support: Microneezia - We have been trying out the Max2Obj exporter in Max and hope to put up a tutorial on it soon but in the meantime we hope this helps you. In Max, in the OBJ exporter make sure you select "Object/Use materials/Create material library". This will open the second window and select "Scene…
Hey guys, Over the last while I've taken my hand to Maxscript and started development on a plugin, that hopefully will allow environment artists to have a much smoother experience with exporting their models to UDK. The reason why I created this Toolkit is that often I reuse my modular pieces to develop my full blockout…
I’m looking for an intermediate to senior freelance 3D Character Artist for a paid contract to produce a fully game-ready stylized character for Unity (Universal Render Pipeline). This is freelance contract work only — no rev-share, no royalties. 🔧 Engine / Pipeline Unity URP only SRP Batcher & GPU instancing compatible…
0. Introduction This document is aimed at newer character artists who may be unsure on their design process in regards to making a game ready character, or who are looking to learn some different workflows. I feel I have learnt so much since joining polycount, and socialising with other artists on Google Hangouts, that I…