Hi everyone, I'm a beginner in the field of creating game-ready weapons, and I know there are many others like me trying to figure out the right and efficient workflow for making weapons suitable for use in engines like Unity or Unreal. As you know, creating a game-ready asset involves several steps — modeling (High \…
Hey hey, I am a freelancer looking for work. The following is how I introduce myself on several platforms. I'd appreciate any feedback and advice you might have regarding my introduction and portfolio (https://tactilevisions.artstation.com/). Thank you! "Hey there! I'm a 3D animator, VFX, and cinematics artist with over 4…
Again thanks for the reply :) If I was making this for a game I'd probably do what you do from projection mapping but as this hasn't really got much more of an end goal as it does to stick in an assets folder awaiting to be used one day I was hoping to have a low poly like yours and a high poly, it's when I'm converting to…
Hi! You could bake some straightened straps down, basically adding some reusable strap parts to the texture atlas, you can then map the lowpoly UVs to. Certainly an option to save texture space if you have many straps. If you array and deform your straps along curves, makes it easy to swap out the base mesh.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Edit: As of June 29th, 2016, this thread will no longer be updated with new art. I will be rehosting its contents outside the site (to be determined at a later date). ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Next month will mark 1 year since I made the first major push into stylized art and…
These are and always will be so much fun to look at - there are so many clever little things one can learn from these. In the same vein you might dig the work of Izumo Jyuki, author of the Industrial Divinities artbooks.
I didn't expect this thread to get the google index ratio it got. So hi! After 4 years, I also think I can come back and chime in for the loads of people who stumble upon this. Thanks, Iris, for sharing your view, although I respectfully disagree with it, wholeheartedly. While I did not go to FZD because I didn't have the…
No I was talking about the current ones. Don't know about what they will come up with. We will see but I have some doubts about their speed as the current ones gets nowhere close to the high end of the 20 series and workstation cards. It would be also a surprise if their raytracing implementation would "just work" with rtx…
Thanks for the feedback, gillmeister! I think those gears / belts would stand out more if there was a greater contrast between them and metal behind them. I could have achieved this by adding more dirt to that area, and maybe adjusting the color of the belt itself, to make those pieces pop more. There are many things I…
Thanks guys. I wanna take the damage a bit further, but no rust or burn marks. Planes are always aluminium, they never rust. And many times they don't burst into flames after a crash. I think I'm gonna work a bit more with the crumple texture (change the scale) and add some of those holes and punctures as decals. Also…