Hey everyone, I'm currently working on a 3D modeling project for a game and I'm wondering about the best workflow for attaching windows to a building. Should I merge the vertices of the window with the building (which would consequently add edges to the base of the building, making it a single composite part), or would it…
Hello, this here is an astronaut model iv'e been working on this past week, current polycount is around 6000 quads and uses has material with a rimlight shader. feedback very much appreciated. concept: model: bump specular diffuse
This is sort of like the questions that get posted here now and then like "How many polys should a model be?" "What resolution texture do you use for your models?" "How long do professional artists spend on a character/weapon/environment?" As JoshuaG has said, the answer is "it depends". What sort of model are you making?…
I am trying to re-skin a model for a game. Since this is a mod I don't have access to the high poly model but I have the normal map. When I try and bake the AO map I am getting some weird shadows on the model.
On my normal map I got this wierd trace of my low poly model. You can see it clearly on the bottom right islands (for the tounge) where there is a checker pattern in what is a really high-poly model, and the checker pattern is obviously the low poly model. Ambient map without the odd pattern The tounge model for reference…
How do you reconcile the processes of hardsurface modeling and sculpting to work together? This has been something that I've struggled with for some time, and it's mostly a question of topology. Often, if I'm modeling an inorganic mesh, I'll be adding bevels or control edges for proper smoothing, but this results in a…
I would like to see the final result. I'm moderately certain as to what the issue is. Normal maps do not simulate depth. They simulate the direction at which light bounces off the surface. If you want the player to see the depth then you will need to extrude your shape inward and model the 5 cylinders as separate low polys.
Hello everyone Fenrir Studios is looking for talented artists to help build the world of "Dark Storm". We're looking for candidates that have wide range of techniques for creating stunning visual 3D environments, and architectural interiors. We are Looking for a Level designer/Character Modeler & Concept Artists. 2-3…
Mothership Entertainment is growing quickly! We've just completed our playable prototype and we're looking for another qualified artist to join our environment artist and help us build the prototype into a great-looking game. We've been using Unreal Engine 4 since the beginning of November. The ideal candidate will be able…