Hey guys! First post on polycount! I Wanted to share this piece, I hope you like it! Introduction I love games like Dead Island or Requisition VR. For this portfolio piece I wanted to get inspired by the crafty, impossible yet believable weapon designs of these games. What better than C4 attached to something like a…
Nice project! In terms of modeling you have a fairly clean lowpoly mesh, good work here. I think it could use more polys all around since you have very visible facetting, especially on the big round dial in the middle and on the corner piece with where the lanyard is attached. In terms of proportions you have a few errors,…
I ran some render tests and some of the ambient shadows were too strong(the metal piece at the bottom of the sheath, for example), but that was just because the object weren't close enough to eachother. The rest of the model was fine, so I decided to move on to texturing. I also prepared an ID map to have an easier time…
Painter docs seem to indicate their UV Tiles system is different than regular UDIM workflow. But what’s different here? Isn’t it just a single material getting multiple texture sets, like most apps do with UDIMs?
With a small and dedicated team, we are currently working on a first-person tactical co-op game using Unreal Engine 5. The game features a realistic, military-focused setting with a strong emphasis on simulation and tactical gameplay. We are searching for an ambitious generalist with a high focus on art and tech-art…
2D Material Studies study_001.wood01 Been focusing on material studies the last week. Because something that's been bugging me for a while is my hesitancy to render and using colours. So this is a first step to remedy that ;)
miauu's Drag&Drop Pro has been updated to version 1.2. Changelog: +NEW: "Create Layer per File": When a MERGE .max file is used, the objects from each merged .max file will be placed in a new layer with the same name as the processed .max file. +NEW: "User-Defined Search Folders": You can add arbitrary folders to be…
So here is next week so I will be posting the flowers that I make and textures, thank you for all the feedback! Red Canna lilly: here are the photo references Gladiolus snapdragon loosestrife…
In most use cases, mid poly modeled with appropriate detail will serve as both the source and target mesh, without the need for a conventional high to low poly bake workflow. In other words Substance Painter for example, enables the user to self-bake their mesh maps. Anyhow check out these comprehensive tutorials which…
Woops I meant to say material ID channels not UV channels :poly124:. What I'm trying to do is make this low poly have 5 different 1024x1024 textures applied using a multi sub-object texture. I have my unwrap so that for each material ID the UV's are packed into the 0-1 space. But if you view all ID's than there are 5…