A big challenge if been running into through this is just how to make the floor more interesting. I spent a lot of time on the roof (players don't look up, lol) but not really enough populating the ground. That's been my focus these last few weeks and I've gotta say these candles really help it come to life in my opinion.
@EtotheRic Thanks for the comment and I like the idea! I think the sculpt is looking great, the details in particular. What would improve it even further for me, would be if the roots were a bit more irregular, like they where searching the ground for water If you're using sub-division levels could do this on a lower level…
Hi Kanga, Alright so I broke it down to the simplest I could, two Zspheres. Zsphere: Adaptive Skin Preview: I've read this on pixologic's documentation: "The root (first) ZSphere has no geometry of its own. It is only a placeholder. You cannot delete the root ZSphere. You must attach a ZSphere at each end of the “root”…
Edit: It's finally finished! It's been awhile since I updated this post and I kind of neglected it. But my Cute Stylized House project is finally finished! I wanted to thank everyone on here who gave me feedback! I learned a lot from this project and though there's things I'm not too happy with I've got to move onto the…
To make this clear - this is an art test I completed and turned in a week ago. The purpose of this thread is to show the thing off, show the stages of progress, perhaps help people learn to do it, and maybe get some tips for doing it better next time. Hey there Polycount, just posting some WIP screens of this art test I…
I have created this painted plaster material in Substance Designer for the wall I have also made colour variations for the different coloured houses. I made modular wall and roof pieces that snap together with no gaps how they fit together in engine: All of the houses put together with the material applied:
Does anyone have any experience working with colmap and/or Neuralangelo? I'm trying to construct a 3D mesh of a room from video and I have questions for someone who knows more about the process.
Knowing how important it is to keep honing my skills as an environment artist and 3D modeler, I spent my free time over the last few months building this retro, Mid Century-inspired secret laboratory. Although I have years of experience in Unreal, I wanted to keep expanding my knowledge of its systems, especially the ones…
Hello!, I'm working on a project for Uni to create the Interior of a Room, which will end up in Unreal.I am replicating the town of Bellhart from Hollow Knight Silksong, which is a 2D / 2.5D game.I'm going to adapt it's stylised illustrated elements into semi-stylised real-time Assets.I'm currently modelling some of the…
Okay not a lot of new animations that haven't been seen in this project before but wanted to note a few little animation workflow things that might be helpful for anyone. -Rotation of joints different in unreal than in maya -- unreal resamples animations on import. This can cause rotation differences compared to what you…