i like how the compo is coming out. Environment setings create nice depth and silhouetes r poping out which is great. Actually I guess ppl talk firstly about rock formations cauz they have the best contrast situation. Moreover, seen from the dark forest and being against bright sky they create an attractive landmark that…
Hi All Long time lurker, first time poster. I have been to a couple talks by the Epic guys on their workflow of their wonderful models for the upcoming Gears of War game and it has truly inspired me to try to create a a model not only in that game's artistic direction but try to use their workflow as well. I have gathered…
No, unfortunately you cannot do so. But, here is what valve has said on the requirements page: Effects Vertex Based Particle Effects for Items For items which have effects on them by default, such as edge glows, item authors will be required to submit a .dmx or .fbx mesh which defines where these particles should go on…
Hello! I am a student in my last semester of my AA in Game Development, and have been tasked with requesting feedback and critiques on my 3D models. I've linked to my portfolio, which I am currently still putting together. There are 3 major pieces that I've made in the time I've been in school, and am happy to receive any…
Hi guys, it's been a while since I shared something here. I had the great opportunity creating an stylized environment art workshop for Gnomon. Finally I got all of it done and we did released Volume 1 so I can share the artwork I created for this workshop here. If you get a chance and give me some feedback about that…
Today I want to share with you tips on using Udim, texture sets, texel density, padding, mipmapping and other techniques in various situations and when errors occur. This material was created by the author himself, but it also includes information obtained from other sources. Editor and creator of the idea: Daniil Lyapin…
@gastrop0d : good idea for using spline! you can create many variants with it. like the outer ring platform is basically the inner ring platform with a different radius. just careful of repetition. maybe hide it with dead grass or smthng? looking forward to your project using tesselation. haven't tried it yet my self but I…
Thanks for the replies. I realized it’s probably a UV issue. I didn’t properly unwrap some areas of the low poly, like the screws, either out of boredom or because I wasn’t planning to show them in the render. My goal for now is to create some high-resolution hero shots, while also practicing making a game-ready model for…
Oh, and a couple things; Firstly, you don't have to worry about smoothing groups for a base mesh. Smoothing groups only matter when you've created your lowpoly model that receives the baked maps. Second, Dynamesh is dark magic. Beautiful dark magic. Before Dynamesh, if you had wanted to make larger changes to a base mesh,…
Thanks for your answers guys. @Vig Was thinking about the first method you describe and as far as I can tell it would work great with big, semi-repetitive levels where it would be faster to create 3-5 textures and then produce lets say 20-40 overlaying textures which would then break up the repetition. Will have to try to…