Don't be glib. OHO! Yeah, Glib is right. I think it is a handy term to have at the beggining for a new round of consoles, but gets redundant after that.
i think the good thing about patience is that each part of the design will feel fleshed out, so instead of looking at the project you start as i have to get it all done every-day. Look at it as i have to get this clothing to look right, that is how i get and or got by with the scylla "goal", i still have yet to pose and…
After many long years of work and effort i finally got my first real game job,ill be doing environments for next gen games at Streamline studios and i will be moving from Houston Texas to the Netherlands shortly to begin. 2 things i wanted to do all my life 1. work making games 2. living abroad im very excited One…
I dont understand. You say UV islands can overlap, well no they cant. If they do i get a UV error in Mudbox, same when one of the islands are outside the square. My problem is that i can't and im not able to fit all the islands into the square, without getting huge loss of quality, because when im using projection in…
This is my Shrine scene I have been working on since last September. I had I a lot of struggles getting it to this stage. The wood trim sheet was really tough for me to get where I wanted it to be. With feedback I went through several iterations. I think I landed on one that looks pretty good for what I'm going for. The…
But it goes back to what most people have been advising on this thread. Dedication. You may not be getting up at 4:30 in the am, but you still have a time that you've set aside for work and practice and it's not all dreaming up fantastic places and things. Sometimes it's the dull grind of learning and honing a skill: doing…
Something like this? This is a mesh transformed into curves then filled and passed through a triangle tessellation group, all with Blender's geonodes. Corners are preserved in the conversion to curves by being marked with a Boolean x Point attribute so they get temporarily split. You may need to tweak the Corner Angle…
Hi! For me it's currently held back by the lighting. The light sources make for a lot of contrast and light the fog, it's hard to get a sense of the space. Perhaps albedo values are too low, swallowing the light? Any references you're using for the lighting?
I'm a student learning 3d modeling for games in Korea, particularly for environment assets. I've learned that it's good to combine multiple objects and unwrap them into one uv map whenever possible, for optimization and to control consistent texel density, rather then creating uv maps per object. For example, like…
I like #1 a lot :) . The only thing I'd make sure of is that you can get all those shapes with the tri budget. Cuz we need interior geo too. But I'm sure you'd figure it out just fine. Nice start!