Its all relative. If you model all at 1/10 of their size it will look real. Same goes if you double everything's size. It starts to look of if you model for example the plane at 1/10th of its size and the airfield at twice it`s size. Of course its not only about the models but for example the height of the player`s camera…
In the box example, even thought it doesn't really follow very well the sillhouette you could get away with a better result. I guess you're doing it cageless, right? If you are, increase your max frontal distance and max rear distance (actually, I guess that the rear distance for this example would solve but play with the…
You can pretty much say that about any artistic medium or anything at all really. For example, Avatar is just an adaptation of Pocahontas. Another example would be someone adapting a wooden chair to have a cushion on it. Anyway, I don't think he would have been able to piggyback himself into Valve. Sounds like some people…
no of course there is nothing wrong with using photos, i was actually referring more to the quake 3 example where most of the time your textures will be a lot smaller to paint on. But when you do use them i think it should be used more in a way of taking a part of skin for example and using that to give you painted skin…
another method which I am finding handy is jusrt to use dummy object linked to the head bone. you jsut weight these to for example the cheek and you just move it around.good for getting refined control over different parts of the face like sneers for example. I find it easier also to make box like shapes as bones. max's…
hmmm just need a bit of advise especially from someone that works/worked for big game dev company 1. not sure now a ways whats a better workflow for circular shapes some clients prefer for the top of circular shapes to be modeled this way *check top of barrel*…
The standard practice in games is... there are no "standards" because everyone has a different pipeline. Different DCCs and different engines. In general, it helps to limit your pipeline to only relying on the game engine as your "source of truth". It helps to try to adjust your DCCs (Maya and Substance, for a common…
Hey, after taking a look at the Blend file, here are some notes: Lowpoly - lowpoly has some hard edges with no splits UVs (for example along edge the blade) - this will result in artifacts when baking the normal map. Using the "Auto Smooth" modifier, which shades edges hard by angle can easily introduce such cases that go…
Being a programmer, I only speak on a technical level ;) That's where I beg to differ, or at least we seem to disagree on what "too often" is. As far as I could tell from reading posts here on Polycount and other places, one of the arguments often used by artists in favor of the "specular workflow" is precisely that you…
I've been using Marvelous Designer for almost all the player customization stuff in Rust. I can't recommend it highly enough for realistic clothing. Here are few examples of things I've made with it: https://www.artstation.com/artwork/rust-hide-and-burlap-clothing https://www.artstation.com/artwork/more-rust-clothing…