You're right about that, It's the first time I try to do something this level.I appreciate a lot the speech, I'll be taking another approach. Maybe I should leave this to rest and practice with more assets Like you said, It's a long way ahead, and I'm getting stuck at something I've first tried Here's the high model btw
I'm applying to The Game Assembly this spring, aiming for the game art education. Looking for feedback/critiques on my application. For example, which is the weakest piece? Have a look!
Hi! By overlap, I meant one part (for example jacket) having UVs overlap with itself due to the generative modifiers (mirror, solidify) - not UVs of different character-parts overlapping (jacket and pants for example). Here is a quick walkthrough how I checked with the jacket: 1 - UV Sync Selection is enabled in UV editor,…
The video in your Drive is not shared with the internet, so it’s unwatchable. You should check the Sticky in this section about sharing animations/videos. If this is for importing into a specific game, it would be good to explain which.
All job positions offer hybrid assistance perks, meaning you can WFH for 2-3 days per week from the beginning! If you want to fully WFH, usually that can be achieved after trust is built between employer and employee. If you're interested, I highly encourage you to send me a message here in Polycount :) I'd be happy to get…
I'm fairly sure it must be using a world space map when baking low-low in substance - you'd get an empty texture otherwise. iirc you can composite a tangent space normal into that at bake time as well so i think that covers what you're asking for. since you mentioned the sobel/seams interaction .. yes - that hadn't…
@sacboi Yeh that sounds like a good idea, hopefully it doesnt clash with the graffiti. I'll try it tomorrow :) I forgot I wanted to make a mechanical horse for this enviro, so spent today making this. Will be out of order :P
You should be looking at photo reference of a specific real world location. Look closely at the photos and try to analyze the material layers required to replicate that look. We have lots of great tutorials and resources for modular texturing on our wiki: http://wiki.polycount.com/wiki/ModularMountAndBlade Plus check out…