"modelled and textured within 3 hours." This is not a good thing on your portfolio, man, especially when it doesn't look like you took longer than this. I'm going to be a bit brief but * Cut the zoom from the thumbnails. It's distracting and kind of annoying. * Remove the "young, aspiring" from your title. It comes off…
Hi Anybody here has a problem with uploading assets? i keep having binding errors. I keep receiving this error after updating to Dota 2 Reborn Workshop "Couldn't find any bones in the wearable that correspond to bones in the hero model. Wearable items must be skinned to the hero's bones to be submitted" before the update I…
Hi! I am combining bark and leaves texture in a single atlas to reduce draw calls. I am having trouble finding out how to increase size of the tree trunk compared to leaves in the final atlas texture, basically change size ratios between trunk and leaves. If I use export mesh and VFX setup tree trunk takes too little space…
Hello. I want to introduce you the "Old Fund" location, which is based on the principles of material layering in Unity. On this work we wanted to check how convenient it is to work with a material layering shader from the Allegorithmic, and the result was impressive. Due to these technologies, the work has turned out to be…
There is generally a couple of things you want to keep in mind when it comes to modelling: 1. Does the mesh need to deform at any point? 2. If you are using a subdivision workflow, are there nice edge loops and topology for it to divide correctly? 3. Will the mesh cause any issues with vertex normal shading? 4. If the…
Hey guys, how do you deal with sticking to one project? I am trying to find inspiration in pinterest and google,with environments that i like and feel comfortable doing, but i end up doing mistakes, going back again and again for hours to try and find the solution to my problem and experimenting. All of these details…
lol I only realized how long it was intill I posted and than I did a self face palm So I think after reading what you posted here and crossed referenced with your Talk. The main aspect you are trying to point out is a means of which to improve or present your art work. Lets put myself in your course and only hear your talk…
Don't forget that mesh -> cast via tools like those of ZB are still funky, I wouldn't be surprised if the reason this cast here looks the way it does because the artist decided to Dynamesh several muscle layers as one mesh, just so that the 3D printing would work properly (especially if they already don't have a proper…
So the problem that I am having is with buildings. I have some smaller props which seem to be doing fine, but they also have much much simpler light maps. However, these buildings are very large and complicated compared to the other props. Approximately 3300 tris (due to some beveling). Maya was used for modeling and…
UV mapping a model is time consuming and tedious. Some 3D artists absolutely loath it, while others, like myself, don't mind it and find it a little fun. But all good UV layouts are created with quite a bit of thought put into them. You want to lay them out in a way that uses as much space as possible, while giving…