I agree with Chris, for me looking at and exploring the possibilities of various art styles is more interesting next gen than getting a roughness map just right. Realistic graphics are impressive and challenging in their own right but the ultimate creative dream (for me anyway) is to visualise and produce exactly what you…
When it comes to "next-gen" uv methods - should we strive to try to have square uv islands by any means necessary? After looking at "Giant Marksman" by Occultart and Bona (https://www.artstation.com/artwork/xzGvV1) I couldn't help but notice the attention to optimization in UVs. Below (work by OccultArt and Bona) Does it…
Cool, then thats fine. Don't worry about what nex-gen is, hell, no one actually knows what it really is and it varies from one point of view to the next. This is current gen spec which is just what it should be. Nice work, now make more and get yourself a portfolio. It would also be nice to see wires and texture flats.
I would get rid of two of the loops running across the nose horizontaly and instead use this availible geo to add some roundness to the forehead. The poly density is way off between these two areas. The one loop around the chin to the forehead could be moved a bit, so that the two rows of polys are more uniform in…
I’m excited to share my latest environment art project: a post-apocalyptic classroom workshop, created in Unreal Engine 5. Watch the Video: https://youtu.be/Uy470_QVEfc Breakdown: https://youtu.be/0OPbNM3nmbw Modeling was done in blender and texturing was done in Painter. I also used Quixel Mixer to blend materials.…
I think an alleyway is more than acceptable for an art test. I think it takes more effort to craft a believable next gen character than it does an alleyway. I did an alleyway for my portfolio. 2.5 days of work, more than 8 hrs a day. *Edit* They get about 100 requests a week for these damn tests and spam them to tons of…
Those of you who are working on new, next-gen titles; how often would you use a 4k texture? Do most characters today get a 4096 texture map? Or would that be overkill? Would it be common today to use a 4k texture on say a car/vehicle?
For a while now I have been working on a saloon interior that is inspired by the Red Dead series. I am going for a bit of a high end saloon and I still have loads of work left to do. With this project, I really wanted to dive into the PBR workflow and UE4. Probably around 60 % of the textures in here have place holder…
Congrats on landing that work! It took me about 2 years to get my first job, but I had the benefit of having studied in a dedicated 3D Animation course. I'm not sure that I would have stuck with it if I was learning on my own, to be honest. On that note - it can help to do a 3D animation course or something similar…
Hey guys! I was discussing the placement of floating geo on more awkward shapes with Joost the other day and came up with a solution which worked pretty well. I haven't seen it anywhere before so I thought I'd do a little write up of the technique. I realise you could really easily do the same using NDo, but I know a lot…