Hey Polycount! Haven't posted in a long time, thought i'd rejoin yall! hopefully with something everyone will enjoy :) So I'm working on an environment based loosely on a New Zealand forest while I learn to hand paint textures. some reference and ideation. The initial plan, without foliage(i've since decided to tone the…
I'll try to explain this correctly, occasionally I have to make copies of a greeble on a surface in one direction so that they all fit within a certain area. The way copy works (in max) is that you hold shift and drag and a copy dialogue box appears asking how many copies of the object you would like. The amount of copies…
hello - first time posting here, in the hope that I'll get some constructive criticism on a new project that I have just today started. i've got a basic idea of where I want to go with this, but one of the problems I've had in the past is rushing ahead with my design only to have it fall down towards the end. I should…
Development Team: Team Etherell Product Title: Legends of Etherell: Antavia Product Overview: Legends of Etherell is the introduction of a completely unique iteration of the popular MMORPG genre. The team behind Legends of Etherell has created what they are labeling a True Online Role-Playing Game or TORPG for short. In…
Hey, if megascans continues to be so awesome, I plan to integrate megascans pretty heavily into my unity3d pipeline. I am wondering what kind of plans you have for Unity3D integration? Are you providing the bridge API , and end-users are expected to develop their own integration, or do you plan on having a fully integrated…
Hi everyone! My name is Marwan, I’m an Environment Artist and Co-founder of Remesh Games. As an Environment Artist, I’ve always found it annoying to "pollute" my scene just to check an asset. Dragging a mesh into the hierarchy just to see its stats or animations—and then having to clean it up—is a waste of time. To fix…
Curious if you're referencing an Ecorche for these sculpts? also hands and feet are the most difficult body parts to model let alone attempt enough finesse as an initial study.
Aside from the obvious issues with the underlying character sculpt which many have commented on and before you even start really playing with the shader and getting a good SSS result you need to further work on your character's texture.. It's lacking detail as it seems you've just used a soft brush in Photoshop and blocked…
@Abrvpt - Hey man, ye the diffuse I initially went to solid and simple colours but I think i probably could have defined certain areas a bit more, especially on the pockets; the last two points are definitely something I'll incorporate on my next model and when I revisit the model in a few weeks time @praetor187 - Hey…