Hello everybody. 1_i have a problem with setting up good UVs. since XSI 7.5 does not have a good enough relax tool i usually use UNFOLD but it not enough... i have been trying to find a good UV software. i am actually aiming to get the checker texture perfectly spaced on my mesh (if you know what i mean). What do you guys…
Hey guys! I recently posted this in Artstation but forgot to share it here. I made everything from scratch except the carpet textures, so I'm proud of it, but I'm sure i can still work a little bit more in this, so any critique is welcome! Vid of the project: https://www.youtube.com/watch?v=8tA4m2MrLZg This was my final…
Just to play the devils advocate, but... Mr. Zwebbies idea on how we should change gameart to no longer be theese killing simoulators or generic soldier games, and make 3d thats art in their own right, seems to be counter productive to the people here who wants to get into the industry at the moment, since its what the…
First and formeost, you need to completely ignore anything related to the normalmap texture and focus 100% of your effort on figuring out how to export out the two skeletal meshes (say, body and head) so that they appear seamless once in engine - even without materials applied to them. This means that you have to learn how…
That's actually a cornerstone of design, the principle of Economy. A lot of non-western art uses economy more in my opinion and to greater strength because horror vacui never really got a religious stranglehold like western art did during the early gothic to like the victorian era. But that style of "filling in" can also…
Welcome back, everyone! Hope you all had a good holiday. I enjoyed some much needed relaxing, but it's time to get back to it! I needed a drinking fountain for the west Atrium wall, so I made one! And here's that wall. You can tell in-game that a lot of thought and design goes in to the doodads and greebles in the…
1)Yes, they are slightly chamfered. 2)No. I was going to add additional smoothing groups but grew very tired of working on the mesh at the time. 3)Yeah, I'm not sure how to fix the distortion. I placed seams inside of each circle, selected the outside polygons and used spherical projection to isolate the outside and then…
Hey dude, looking great so far. Here's just a few things that I can see that stand out to me. The triceps lookin a bit flat compared to the rest of the arm so I'd define there shape a bring them out more (pump them up a bit :p ) Also upper part of his external obliques and serratus anterior could do with similar treatment.…
that's because I used zoeys hand as reference. I really like the relaxed pose they did. It feels natural and feminine. I posed a mannequin hand in zbrush, dynameshed it. Than I redid the topology to add it to my base mesh. I'm looking at pics of Kerrigan deserved posted at cghub by Dominic Qwek for ref for the new body…
You're welcome mate, glad it was useful to you. Straight edges on uv shell borders can be important as otherwise you might get artifacts where the stepping in the uv editor may lead to artifacts in the normal map. There is a few straightening tools in the editor. Vertical/horizontal auto straightening of vert/edge rows and…