coming one step closer to creating every armoured vehicle ever created, and having people appreciate the time i spend researching the vehicles i create.
Hi all, this is a project I created for my university work. I attempted to create a mech without using sculpted detail instead of applying most of the detail from hight information, this was to test if it was an appropriate approach to creating such a large task. If possible for my course please provide feedback! The scene…
Recently I've been wondering what steps people take when they create an asset (static mesh) for UE3. Anyone want to share from beginning to end the basic steps they take when creating a static mesh of UE3? Here are a couple steps to give you an idea of what I'm looking for. I'm putting these in no specific order. - Gather…
Hi, I`d like to present my last work, which was done for Deadfall Adventurers ( Developed By: The Farm 51, Published By: Nordic Games). I Senior Level Artist and I was responsible for: - meshing - creating textures - lighting/postproces - creating big and small environment hipoly/lowpoly/props San Francisco - creating…
Hello, Everyone. I've been working on this for some time, a drone with interchangeable parts for different situations. This was inspired by some sketches of Darren Bartley . Originally, this one was just going to be one drone but as I was playing around in zbrush concepting, I changed my mind. I decided on creating a base…
I am trying to create a normal map and a diffuse texture(for the edges) of a cracked glass effect. I have dabbled with creating a normal map from a photographic source, but I did not end up with desireable results. (too much randomness going on) Tried playing around with a creating a quick mesh and using maya's shatter…
Created my modular pieces to create the room all the walls windows etc created from a single trim sheet, I will post more on these when I have them textured, created the tileable wood floor mat and started blocking in the lighting
I started sculping the clothes and created some fur reference meshes to get the general lookalike for the character I want to achieve. My intention is to create the fur and hair with xgen once the character is posed, but I dont know whats better to create the dreadlocks, create then with xgen and its guides or create some…
hi everyone! I am environment artist.so i am not very perofesional.and have some problems in environment creating.my problems are details of work. my problems: 1-should i create all of the scene in 3d software first and import seperate meshes to game engine?or use Modular creating?when should i use modular and when should…
Guys I am trying to build a game using ue4, blender, quixel megascan etc. someone help me for creating a perfect survival game. and help me in creating models, and sell my skins in the game. I need every single detail to create game a like world war z. Just give me an idea how to start and where to start