Hi guys, I am working on a sci-fi FPS project and we need a 3d character designer to help create 2 new Humanoid characters for the 2 factions. The style will be like crysis nano tech for Faction A. and a more bulky style for Faction B. We also need a set designer for 2 locations, Wasteland and Spaceship interior. We are…
Thanks guys, I just finished my low poly. I will consider dragging out some clearance on the helmet once I see what the proportions looks like on the body, but I think you're probably correct. Here are the low poly versions with textures, these shots are in Marmoset, now I need to get them loaded into the game for some…
you should always add some padding when you bake out your textures. Simply because when the texture mips down if there is no other color information surrounding the edges you will get errors. But in this case you should set your low poly to 1 smoothing group, and wield the UVs together where that seam/error is and re-bake.
I'd probably enlarge the font size for your name on the banner; I'd say off-hand that doubling the size wouldn't be unreasonable. I'd also move the navigation buttons to below the banner. I'm in favor of using the banner to showcase your artistic ability, but that's really a matter of taste. The contact page seems…
Hey all, I'm trying to export my Hair and Fur WSM as an alembic file but for some reason it's exporting the geometry and when I bring it into UE4 it's detecting it as either a static mesh or skeletal mesh and not as a groom file. I can't seem to figure out what settings to use to get it to only export only the groom. I…
After a bit of research i have decided that im not going to do any sculpting in zbrush for these models. I am going to learn how to hand paint textures in photoshop to get a stylized look. So that will be the only map. No normals :) Started working on the nexus model.
Hi PC, What is up with this? I can bake everything fine at low settings like 32-64 LM res, but if I go to 256-512I get errors of overlapping UVs. This happens on quite a lot of the assets in the game, and I dont understand why. Can anyone shed some light on this?
Will it keep in proportions if I zoom in and out? When I tried something like this before, when I zoomed in and out to look at details, the reference would get out of place.
Model at a low subdivision level. Sub-D to a higher level to get the most smoothness. Cars can be 100k-200k nowadays, so using a "baked down" SubD level is fine. You can also just model at your final tessellation level, but that is probably not optimal. And yes, you will use weighted vertex normals for all assets,…