Hey guys i'm pretty new to Polly Count but i thought i would give it a try. I have been working on a modular hard surface set and was wondering what some ideas are on a few of my walls. This is the first one i have up so far so any advice would be very appreciate! Thanks
Is there anybody that can give me some professional advice on what would be a efficient work flow in trying to create the deco part of a Gothic column? The project will be a high to low poly modular deal. I have some ideas on how to go forward, but I just need some professional options. BTW I work with 3d max and zbrush.
I've been teamed up with other students at my school to create a video game. My main focus is on the environment art for the game and I decided to create a thread to contain my work and get critiques and suggestions. :) The game is a 2.5D hack & slash. To start off I've made a modular wall and floor pieces for the dungeon…
Wassssup I started a little project to do after work, since I'm working on so much realism stuff. I'm making a little modular house kit that can be used to make a large variety of buildings. Inspired by OJs blog post about a similar idea. I'm still in the early stages of texturing so critiques and comments would be…
Hi everyone, i'm working on this building, and i would love some advice about modularity. Im still working on it of course, and could use some input. Please and thankyou~ Btw. If anyone knows how to pull out a good render from UDK instead of a Screengrab, im all ears :]…
Been doing too much modular environments lately! So here is some therapeutic bevels! Im trying out concepting in zbrush a bit, im also doing a full body concept, which i will post when it looks less retarded and more like something cool! Anyway, here is the doodleconcept and the semi-bevelled face!
Hey everyone, Just out of curiosity how would you go about unwrapping a modular asset such as the Starcraft minerals? I know this seems simple, but I feel like there might be an easier way to do it than piece by piece. If not then oh well. I'm using Maya and Zbrush and I figure between the two there should be a simple way…
Hey guys, Please ruthlessly critique my Unreal 4 environment, titled Intruder. My goals were to 1) work in modern/sci-fi (i normally work in Fantasy) 2) learn Unreal 4 3) create an interior using a small modular set of pieces Go nuts, don't hold back. Thanks in advance!
Thanks for the comment. I agree with the dimensions. I am using quite modular approach for most of the things so I am a bit limited by that but I think there is something I could still do to improve. Good to point lol. I was actually struggling to find good references for it so this explains why
You do, especially in production, when you have to create and test a bunch of modular assets set up with the power of 2. We had inhouse scripts with mel script, I was just looking for something similar with maxsxript. A menu or toolbar script would be fine. The UE4 Viewport was just an example.