I like what your trying to achieve in this scene. There is alot of potential here. But I think your execution is somewhat... sloppy. I like the shapes over all, but in my option, the textures/UVs and modeling is wasteful. In an enclosed scene like this, i would put more effort into the in-game modeling and less into the…
Hey Sam, Im sure you have heard it before but great work! I have never seen work of this quality from someone your age. In general i think your models and textures are very good. i think the texture on the tank is very nice but you could improve it by losing some of the noise on some of the surfaces so that when you do see…
So, my polycount fellows, I'm pretty sure that this is a noob question but I still can't figure out and can't find the exact answers so I will just ask here. I'm using unreal in this example but the question applies to any other engine too (well, at least that is what I think lul) So, first question is: If I use one…
Welcome to the 2D Noob challenge! Apologies for this being one day late! This thread is for those of you who wish to improve your skills in conception / 2D in general. This is a once every 2 weeks (ish) challenge on the first of each month and on the 16th of each month. On the beginning of each new challenge I will post…
Hi All Anyone know if its possible to combine poly objects in Maya (2013) but keep the original objects naming, instead of replacing it with a new one. For example and objected called "table1" combined with "legs1" becomes "Polysurface937434343". Any way of keeping it to say "table1" for example. Thanks
for example, not exactly those. There are many special things the majority often skips at first because making high density orcs foe example in zBrush is more appealing to them as lets say learning and studying the human anatomy or develop a good taste.
It was just how the concept art was when I found it, so I stuck with it. Thanks for the tip guys, I will smooth out some edges. Can anyone post a good example vs. a bad example of baked edges?
Here's a quick example I tossed together in substance painter. I was going to whip up an example in Toolbag 3, but they both looked pretty nice. You should give Marmoset Toolbag 3 a try, it's become my defacto baker now.
Kodde: Cool!! But try an example, thats normal mapped, all one object and has parts with and without opacity, as THAT is the main culprit thats breaking things. The example you have there works perfectly even now in maya 8.5, with the standard blinn shader.
So do you mean, as an example, my Splatterhouse example would be a non issue if the used games stores didn't exist, cause since it's been out for a while, the price would have been greatly reduced in retail stores?