Hello Polycount. I am pathetic. This is not my real account. I am trying to practice up my 3D so I can apply for a specific 3D game artist job that I'd really like. I have two problems, one is that I need to learn 3DS Max asap (I'm a Maya user primarily) (I am working on this by watching Eat3D tutorials). The other problem…
So here I am, a long-time member of Polycount but a guy who almost never posts ever. In that past, that was mostly about being intimidated by all the excellent work from people that gets shown here and thinking to myself that I wasn't ready to "play the game" at that level and not wanting to be embarrassed or feel…
Oh yeah I did not mention yes Mari and Mudbox are still completely viable for very different reasons. I use Mudbox often enough when it comes to unique baked props. I tested out Mari and for game production it does not make sense atm at least for me maybe for characters it is different, I think ill test it out more later…
Its Finished! Hey everyone, Nick here, I started working on the Blizzard student environment contest. I know its a bit early but it's going to get really busy around the holidays so I thought I start on it now. If you dont know about the contest check HERE. Also check out their example because something along that nature…
Progress so far Here's some of the progress I made so far, I finished the planning of my trim textures though I thought I'll post them once I start laying out the UVs of my modular set pieces. Currently I'm still on the modelling part, yet I still decided to export them to the UE4 scene. Here's some 'renders' of what the…
First crit would be to host ur images on an imagehost. 99% of the time I dont even click the thumbnails just cuz I'm that lazy.. Try to exaggerate ur shapes, keep it more low poly for ur first blockout and work from there. i.e. the roof parts are straight which should have a curve according to the concept. I also think the…
Engines like UE4/Unity are using real-time PBR shaders. Offline renderers like Arnold are using their own proprietary shaders. They are completely different shading models and are not compatible. Offline renderers are starting to adopt the map channels of real-time engines to recreate the material, but not the shader…
Ya having the whole scene as a single mesh is extremely not idea (made that mistake before as well). Modular pieces are most ideal but this is salvageable. I would use your 3d building application (max, maya, etc) and make a second UV channel in there. Obviously interior walls should be largest in the UV space and exterior…
Hey guys, I've got a small update. Not much has changed; I've done some work on the lower levels of the mansion and tweaked other parts a little bit. I spent most of my time trying to figure out how to use the terrain editor without crashing UDK. I've also made a small overpaint (note to myself: Ive got to buy a tablet)…
Currently working on building a fantasy castle scene, with some Scottish influences. First overall shot, blocking out the general shape of the castle in Unreal in comparison to the terrain that I generated using World Machine. I tried applying some textures to the blocks, but the cylinders wanted nothing to do with it. The…