Normally you model things like 1 but sometimes version 2 is also ok considering the cubes do not intersect each other but rather small one without back face is floating on surface of big one with tiny gap. Intersecting shapes makes co called "Z-fighting" in games . Not only perfectly co-planar things but even such cubes…
The lighting on the Silo's needs correction. If you take the fence posts for example, they are unlit on the side facing the viewer, as the light is coming from up the road over the mountains. The silos however are lit from both directions, take down the lighting from the viewer's side, don't be afraid to mess about with…
The only way I know of how to make seems are along edges and vertices. But is there a way to create "custom" seams between faces without adding geometry to create ID color maps for texturing purposes? Hopefully the question makes sense. For example, left is the default geometry, right is where I would like to add a seam…
I'm curious to hear peoples ideas on how to approach windows for shops/bars/cafe's etc in street scenes for example. Specifically for buildings that won't be entered by the player, but may be viewed up close. Looking at examples in games I've played, it seems the common approach is either an image straight onto the window…
Years ago I loved that cool 3d max plugin but since they inserted it inside , I no more able to use it. Kind of example of "better is enemy of good" Slow, hardly interactive, over complicated and too low level for an artist with a lot of puzzles and choices irrelevant to art tasks. In a word I'd like to find an alternative…
Additionally, here are some general notes from looking at the meshes: * Highpoly (for example 'head_high') has some hard edges which will show in the normal map, would shade those soft * If the edges come out too tight, I would exaggerate the bevels of the highpoly some so they hold up when viewed at a distance. Wiki: Edge…
Thanks. But back to my question -- lets say I couldn't contact you buy you had some images you've created that are perfect examples of a point I am trying to make. Would you care I had used it? I mean, you've posted them to a public forum and no money is being made, so I reckon its technically "okay". But morally, and…
For those example props, I'd say 100 - 1000 dollars is about right, depending on volume of work. A single elaborate fountain might be close to 1k$, but with a contract to do 20 or so of them, 500$ per elaborate asset might be fine, since there would be some reuse of decorative bits and there would be a streamlined…
Yea i saw the lighting examples, although i'm unsure how i'd go about doing that? If i go any darker, there will be pure black in the texture, and if i go any lighter, there won't be enough tonal variation to make the glowing lava parts stand out... I overlayed a white gradient starting at the face which faded to dark…
Our mobile game studio is looking for a highly talented horse sculptor, along with a low poly horse modeller and a PBR horse texture artist. The quality of your work must be professional and not that of a hobbyist. Below is an example from another game to demonstrate the level of quality we require. A detailed brief will…