Hi everyone. I' m working on a stylized environment/level that I might eventually mess around with in Unity. I was inspired by a few open p2s games, namely Dragon Quest 8. Stylistically, I'm trying to create something that looks retro but is still stylized and aimed for ios and android machines. I'm not sure how much polys…
Hi all, Just was reading this article http://www.thiagoklafke.com/modularenvironments.html and was wondering how he UVed the straight texture on to circular one without stretching. Its annoying when you know how to do something but something comes along and makes you look bad. Any ideas?, im using 3ds max
Hey guys I'd thought i'd make a start to my post about my character animation module. Basically the assignment is split into 3 sections. Practical - 70% OVERALL 1) Make a walk cycle (15%) 2) Run & Jump Cycle/Prone to Standing sequence (15%) 3) 20 Second story Animation (70%) Report - 30% OVERALL We have to completely rig…
My work so far! I could call it finished, but If someone has any ideas to make the scene better, do tell please! After started and (kind of) finishing a awesome mech-tank I am now starting on a new portfolio piece called: Sanctum. (My old thread: http://www.polycount.com/forum/showthread.php?t=116199) I will make my first…
These wiki pages might help you http://wiki.polycount.com/wiki/Modular_environments http://wiki.polycount.com/wiki/MultiTexture http://wiki.polycount.com/wiki/ChannelPacking
I tried developing the Sky island architecture 🤔 Were thinking of making each part of the models separately so that they can be modularly assembled and thus give a lot more variety in architecture while not giving us a lot of work! YAY!
Working on a project that's really helping me think modularly, and I'm taking the time to really get into making a trim sheet and other tileable textures I can be proud of. Here's one that I worked on today!