Hey Guys, So i finally stop being lazy and final got this model done so that i can comfortably move onto other things i really want to achieve and do. I really dont want to be that guy that says he loves art and wants to be a game artist, but does nothing...and there is no other way to prove that then to show that i…
Hey guys, long time since i posted anything here! WANTED: Amaya Borghild ( A-my-a Bor-jill-da ) Agent in the order of the dusk rain, a guild of elite 'honorable' assassins. Amaya is 28 years old, 5'10 and 122lb and although only a lowly koyakunin rank within the guild, she is more than a match for dozens of our elite…
Hi! So I've been searching for an answer a couple of days but somehow I couldn't google it so I really need your help. I have a character in 3ds max and I want to unwrap it separately (head and neck, body, hands, legs - I don't want to detach pieces) and I don't want them to be on one UV because of quality loss. So, how…
I was playing the Motor Storm demo at walmart and thinking to myself wtf ? Is this the game I seen that was shown at E3 2005 which blew me away ? Then seen gametrailers posted and then and now comparison between the 2 http://www.gametrailers.com/player.php?id=15401&type=mov&pl=game Higher res Motor Sport E3 2005 video…
Hi, I've been trying out substances new plugin for unity 2018.1 with livelink and I've been having a small issue with the textures to a modular apartment hall set I've been working on where these seams would appear between the pieces as you can see below. I was using a plane mesh for the atlas and mapped the uvs for the…
Hey guy, I've never textured my 3D models, neither used Photoshop for this purpose. So I wanted to get my hands on the test-version of the Suit and give NDO & DDO a try. Before starting with my project I wanted to ask a question which was not answered in all those tutorials. Maybe I just missed it. When baking the Color-ID…
Currently i'm working on a personal project that's pretty large scale and I need to make the most out of my time and optimize as heavily as possible. I'm currently trying to lock down a workflow for creating asset sets that have a damaged variation of an asset I already created and textured. The catch is that I don't want…
Alex_J and Mink, thank you. There's lots there to think about. Yes procedural texturing and building a library of materials would be the way I'd be going. With standardised ID colours I'd hope that side would be quick and relatively painless to iterate on. Our engine doesn't handle multiple UV maps unfortunately. And I'd…
Very nice. Definitely better than any student work I ever produced :+1: Agreed with illumisanic. Something I notice in grad work is that its common to spend a lot of triangles in small fine detail areas while neglecting the larger silhouette. If you take some of the triangles out of the high density areas and spend them in…