So I have been doing some searching around polycount on some tips on how to do Arches On the grid for UDK. Basically this is just some block out that I have done, Is my approach to this (asside from the glaring problems such and no vertical sub-ds) solid or where do I need to look. Basically just looking for pointers…
Start of a wall set I am modeling for an environment in UDK. This is looking pretty plain, and was wondering if anyone had any ideas of how to spruce this thing up a bit, or if there are any parts that I should get rid of or replace? Thanks for your time everyone!
Sounds interesting. Really not enough to critique yet....the sketch will help a lot. I'm doing some research on modular asset creation as well, so I'll be keeping a close eye on this thread to see how you do some things.
Hi, I bring a job I've done recently. A scene from the interior of a sci-fi dining room. I hope you like it! More here: https://www.artstation.com/artwork/wQd5X
Portfolio: https://www.artstation.com/oweneljayi Email: owenbussines@gmail.comDiscord: .mr.owen I’m a 3D Environment Artist focused on building high-quality, game-ready worlds in Unreal Engine. I work across both stylized and realistic projects, handling everything from modular kits and materials in Substance Designer to…
overall what i am trying to do is make a lowish poly arena, modular if possible with the above as the texture. or am i asking too much this way? should i jut be trying to make a texture rahtner than zbrush and max etc?
I'm making road medians but having trouble making the soil of the median tile because the border edges of all the soft surface places are hardened. Has anybody ever run into this and solved the issue before?