Hey everyone! 👋 I’m Raúl, a passionate 3D Artist with over seven years of experience, four of those in the video game industry, creating immersive visuals and bringing creative visions to life. My journey has taken me through exciting projects in the video game industry, where I’ve contributed to beloved franchises and…
This is awesome! Was looking for my old project: (https://polycount.com/discussion/197974/ue4-wolfenstein-modular-sub-room-bombates-room), and found this one! Killer job on the pipes and the doors! Not the easiest kit to build out!
Heres a couple of tips, ill post more stuff when i finish at work. -Keep your bounding geometry to the grid, No. 1 rule! -The closer you can to the object, the more you should break it up -Avoid text on the meshes so you can mirror the modular pieces -Plan your pieces with simple geomtry and see how they can be reused as…
Frog & Newt – Blender Artist Rev-Share Opportunity Starleap Media, LLC is in Month 1 of our cooperative indie studio Blender campaign, building Frog & Newt—a family-friendly 3D platformer filled with expressive puzzles, modular biomes, and heartfelt storytelling. This is a pre-funding, royalty-based opportunity for Blender…
Generally there are a few different approaches to take: 1. Fully unique UVs. Typically this would be for hero assets (characters, guns, props, etc) that have unique detail and are small enough to be mapped and textured uniquely. You'll usually have a high poly mesh to bake normals from. 2. Tiling textures. Generally you'll…
Great progress so far. Mesh Fusion is really doing your work flow some good, it seems. For the door you've made specifically, I think there's a number of things to improve upon when it comes to readability and design. Essentially my criticism falls on the fact my eye hasn't anywhere to settle on. I think this is a…
There is an article on this website I used to get started on my own modular characters. Google "modular character system" and look for the polycount thread. It's probably archived in the rigging section of the wiki as well. It goes really in depth. For my own system, yes I have all pieces rigged to a single skeleton in a…
Yeah bluring the line between asset creation and game design is the most important step now as far as art goes. id has done a good job starting that on the engines end but that is still very basic and needs much more refinement. Heres an example of a good workflow that could drastically increase the visual quality of a…
walknTalknMonkey, thanks man. Yes, i did use mostly photos as my source because these are mainly generic and realistic surfaces so that was the fastest way, not the worst one either i hope :) At work i mostly do painted textures because the games are mainly cartoonish so i need a break, lol. As promised, here i got some…
The path into game development really depends on where you're starting from. Some people start with an idea or thing they want to see in a game and learn skills as they go. Others master art or programing first and either find a counterpart or eventually branch out into the other discipline while working on different…