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…
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.
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…
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…
Hello. As you know, you can conform a plane or any 2D-shaped model via the modifer panel by going to the "Compund Tools" and then choosing the "Conform" button. But I have a... ummm this one: And I want to conform it on a road so it can sit on the road. Since it is a 3D model (and is not a 2D model) I can't use the…
One easy way is to model all the timber beams/rafters, and complete the roof skeleton structure(as would be done in the real world) and just edge extrude from the top of copies of the beams/rafters. This will give you a perfect match for the curved ceiling lining and also reduce modeling to a minimum as you just need to…