Splitting and straightening the UV islands to increase the overall texture density makes sense in theory but in practice it's a bit more complicated than that since there's multiple factors to consider. In the overall scheme of things a single road wheel is a very small part of a tank and it's unlikely that every part of…
On UV issue - well that's curious and something you'd want to resolve. I recommend checking the asset in engine (assuming it's a game asset), alternatively could import into a fresh file. Regarding supporting loops/ bevels: I think once the mesh shades nicely, adding more support loops will do little and mainly increase…
Hey guys! First post on polycount! I Wanted to share this piece, I hope you like it! Introduction I love games like Dead Island or Requisition VR. For this portfolio piece I wanted to get inspired by the crafty, impossible yet believable weapon designs of these games. What better than C4 attached to something like a…
JordanN, WarrenM: Agreed I didn't refer to you before but I just want to say these are words of the wise which I fully respect! Mischievous: I sure know what you mean about nature being fake sometimes. MartinH: That sure is a great thread. Going straight to my inspiration folder. :) Brandon.LaFrance, Bigjohn: I absolutely…
Hello, My name is Yannick Stoot and I work as a Content Production Manager for the company Sanitairwinkel in the Netherlands. Sanitairwinkel is a Dutch sanitary webshop that is currently investing in the automation of 3D rendering through the creation of templates. An example of how this is done can be seen here. These…
Hey Eric! Thank you so much for your feedback! Please ignore the lightning, the photos are directly from the Substance Painter viewport, they are not renders. I agree it's flat right now. I want to render it in Marmoset. But I can try to make a bigger difference in roughness in the asset. I will check the example that you…
I think you forgot the part where any game with procedural art, ESPECIALLY Spore, is ugly as my fuckin ballsack. I'd take Half Life 2's visuals 10 days out of the week over Spore's. Richard Kain had some good advice. Java is a good place to start, but you will definitely need to learn at least some C++. It is such a piece…
[ QUOTE ] FatAssasin: You talk of what happens in the real world. [/ QUOTE ] No, I'm talking about what happens in a 3d rendering engine. You keep bringing up real world examples, and that just isn't going to help with the problem of controlling the size of spec highlights on the computer. I'll repeat, that's why there is…
hi everyone! I am environment artist.so i am not very perofesional.and have some problems in environment creating.my problems are details of work. my problems: 1-should i create all of the scene in 3d software first and import seperate meshes to game engine?or use Modular creating?when should i use modular and when should…
you could break up the UV's into islands with the boundaries as the edges you want rounded.... export as obj load into this tool then using the element mask in photoshop ..... add a gaussian blur and use the nvidia plugin to convert to a normal map..... for example a simple box uv elements (just each side)... guassian @…