Currently available for remote freelance work I'm a Professional 3D Character Artist with experience working remotely video games and VR. I specialize in 3D modeling, Baking normals, PBR texturing and rigging. I have experience with Unity 5, UE4 and Cryengine. You can contact me via my portfolio. Please only serious…
Don't you hate when people are assholes instead of trying to help? Anyway, if I remember correctly from other forums, your model was actually looking pretty nice. It's the texturing that is bringing the scene down. It's helpful to look at the work of others, or work that you see in actual games, and then compare it to your…
Ok man, so you have a little knowledge but there's definitely gaps to fill. Let's crack open my treasure chest: 3D Artist Workflow for Games: https://realtimeboard.com/app/board/o9J_kzownlA=/ Environment art overview: https://software.intel.com/en-us/articles/modular-concepts-for-game-and-virtual-reality-assets Modeling:…
I tried this the other day and it worked really well so... "I'm in this picture and I don't like it" haha According to the docs, it's recommended to use virtual textures alongside Nanite, so I expect RVT and SVT to work. Edit: Oh I see you just meant decals, I haven't tried that yet. And I mean, Nanite is designed to make…
It depends a bit on game, but generally it comes down to figuring out how close the player gets to an item and then basing texel density on that. For the roof you could go with a bit lower then eye level, though not ridiculously much. But you don't have to, and the answer lies in modularity. Here's what I'd do: This would…
So you go on to say that texture memory is the problem, but you should optimise your triangles more than anything, and then use things like parallax which require extra texture memory to get back the quality? You're really going in circles contradicting yourself with that one. In almost every case adding 50 or 100 polys is…
I think the end is in sight! I made another pass on most of the textures, fixted a lot of issues with the hair. Pretty excited to put this to bed, so I made a little paint-over to list out the things left to do: This pose is SUUUPER temp, btw. Just got sick of seeing her in A pose. Pretty nervous about making a final pose…
Hey there, I got a couple questions. I am creating models for an iPhone game so I have limited my self to 256x256 textures. So my first question is whether it is a good idea or not to create a higher resolution (eg. 1024x1024) photoshop file and scale it down later. Or should I just start right off with 256? Secondly, is…
The questions are very context specific. There are different answers for a open world game to a top-down dungeon crawler to a closed circuit racing game and so on. What i would do is open up some free projects/games that have editor access and take a look at those. There are a few SDKs or mod kits on epics store and you…
I have some advice as far as the texturing/materials. I can't help you with the high poly stuff, although, from my limited experience, it seems like roughing the bricks up in Mudbox/Zbrush is the way to go. Anyways, I would consider combining one or more of the following things. First, vertex shader; this is super…