Hey guys pretty new hear. Posted before with little response, oh well. second time around. So im working on game assets. this van was created from a original van but not ment to be a exact replica. if I could get any feedback from developers in regards to shape and design. I know textures need some work so in regards to…
So this is something I've been struggling with at work. Whether it be the arch of a headboard isn't as smooth as the reference, the spacing in-between parts of the model are too wide/small compared to the reference. This part isn't as thick/thin. You get the idea. What are so tips you have that help you always nail…
Hey guys, I've looked at a bunch of tutorials about creating tiling textures in zBrush. However whenever I try and make one, there are seams, because while I sculpt I warp the edges accidentally. I can't think of a way to fix this other than cleaning up in photoshop...Hope that makes sense. Basically if there were some way…
Hi guys, just looking for a bit of advice in regards to the low poly workflow for a character I'm working on. I'm having some trouble working out how to approach it due to the long coat and how it would theoretically move on a biped rig or under cloth simulation. Should I low poly the character without the coat first, then…
Okay then, how do you avoid endless spirals with zremesher? How do you get it to create proper circular loops for eyes or the mouth? Every time i wanted to create something that is not just nice evenly spread sculpt topology zremesher failed for me. For a sculpting mesh it is totally fine, for production ready topology not…
Hi, I'am a texture artist and i create unique expertly made, seamless turnkey textures. I have experience with AAA game projects, so my textures are primarily suited to cutting-edge 3D games. All my textures are hand-modelled. Modelling is a time-taking process, but the result you get is worth it. The major advantage of my…
all depends how realistic you have to be - Most games are NOT realistic, especially since they offer much more space due to gameplay and camera needs. Real medieval cities and houses were very crowded. There were no standard door heights or any building regulations at all. People also tended to be smaller than contemporary…
As for an occupation. Its probably better to focus on and become insanely great in one single discipline. Every thing else that you will learn comes along for the ride as a nature side benefit. In a large company you are not an island on to your own and there will be enough people around that can at least help you…
And if the artists not sticking to the designs (at least fairly closely) and ideas behind the mod and art direction, let them know. Give them SOME freedom but not so much that what they produce is unusable due to difference in style or design. And don't "feel sorry" for people when including textures or whatever - make it…
Yeah theres that you should at the very least have the WIP section divided with the Completed assets, underneath it is the best bet. Though I do wonder if WIP does more harm than good on ports, especially if they are left unfinished or you have an excessive amount of wips in your port though thats a hard thing to endure as…