This was a two week project for a game called Arconia. Its a modular ship design that the player will slowly upgrade. Its being developed in Unreal 4 engine, it looks just alright in Sketchfab, there is alot I can do with detail textures in Unreal 4. Plus emissive channel in Sketchfab is crap.…
for the last month or so i've been working with a few other guys on a little mech RTS in Unity. we're aiming to have everything done by the end of april. i'm the sole artist on the team which means i'm doing all the env stuff, all the mechs, UI, particles, etc. spent the first couple weeks grounding the style and setting…
I'm having a bit of an issue with multi sub-object materials in my UDK scene I apply the materials to the modular pieces and they look correct in the asset viewer (see image) but when they're actually in the scene the show up as only having one of the materials applied with the rest as a white material (again see image)…
Hey Polycount, I'm trying to figure out what my best bet is for rigging a large number of humanoid character in Maya, hand-animating them, and then importing for use in Unity. I'm not the most experienced rigger/animator. I can put together a standard rig manually though I'm quite slow, and some of the more complicated…
So I've been working on an environment that has modular tiles with a highly specular material on them. I'm using a few different textures to make a pattern on the floor with the tiles, and noticed that when I rotate them and bake maps, the specular seems to come from different directions. I did some research, and found out…
Any general environment / modular environment 3d art tutorials on youtube will cover the common techniques needed to make a building. If you want to make foliage yourself you can look that up too, or use speedtree/megascans. Just get started and then show the work to anybody and everybody. Professionals will be able to…
@teodar23 Hey thanks for the feedback! Yeah now that you mention it, the pathway really looks pretty bland, with just the cubes scattered. The concept was very sketch heavy so I couldn't really tell what was there, but that's where I'm supposed to come in and make it interesting haha. I can make some more objects like worn…
Big screenshot dump! I have been chipping away at learning textures and working on the project these last few days (just been learning designer) so there wasn't much to post but I made my material in Designer and also grabbed a grass material from the Quixel bridge and got some vertex painting going. I may make the plan it…
About the golem, I'd probably bring it into the concept stage again, mainly because I feel like it needs a stronger design before you proceed. It's a good start though! The scene looks alright but as you said taking it into UDK will probably be worth it :) Nothing shows off your modeling and texturing skills though. To me…
monkeymintaka, it sure helps, but you have it pretty well done :) CatalystFire, that looks good :) A quick coat of paint and you're done! krztyczekpstryczek, nice blockout! The only thing I would do is scale the two lower thirds (the stone part) up just a tad. The altar seems a bit taller in the concept. Other than that,…