It depends on how close its going to be to the camera, and if you have an iron sights/zoom in animation. For current gen (PC/PS4/XBONE) you will likely have very loose restrictions for a FPV asset, it wouldn't be nuts to use like 10k just on scope attachment if it was very complex and took up a lot of screen space. FPV…
Looks alright. I modeled a 590 Shotgun, and if you would like to take a look at the wires I did, I'll be happy to share them here :) A few places your model seems... Lacking: 1. Your Receiver ejection port doesn't follow the ref you showed us, It goes up into the curve of the top of the receiver instead of just staying on…
My example is more a final mesh form, but you could go in and remove more polygons and make it a bit nicer I think... Blocking out would be like drawing each obvious shape as a simple Max primitive. In the attached image I've just drawn in the cylinders for all the main parts. The top is just an appropriately sized…
In general, screen shots are probably better for environments as they allow people to focus on things at their leisure. If you are going to have a video, try to include something that moves; wind blowing dust & moving awnings & bits of trash would be an obvious source. The video playback is rather sluggish, with frequent…
I've tried making an atlas today, prior to reading your post, Eric, didn't go as expected... I made a simple plane in Maya, 1 meter x 1 meter and a 1024x512 texture map which I divided into 2x 512x512 textures, left side was bricks and right side was metal. I then tried to tile the texture onto a plane using repeat UV from…
Personally, I think you have too many different things going on. none of your stone is the same color or size, they all contrast sharply with each other, making the piece feel very disjointed and slapped together. your yellow bricks have highlights on three sides but no corresponding shadow, implying it is built like a…
Has anyone used the CG Hero (cghero.com) service to get some freelance job opportunities? Does not seem sketchy or anything... Just asking for some first hand experiences Appreciated! Axel
Hi, When im retopoing in MODO, how do I make the ref mesh block visibility of the backfaces of the retopomesh? Like in 3D Coat, for example. In MODO, I get this result, which is fine on this little sphere, but gets out of control on bigger assets.
Only when opened in Photoshop would it be that size, not when loiaded in the game. I don't know which fits memory better. But I do know that 1D textures are supported in hardware only as horizontal, not vertical, so for example you would use 256x1.