We're reconfiguring some of our space at work and they are thinking about putting some non artists in with the art team and moving some artists out of the old art department. Specifically the new non artists would go along windows that normally stay blacked out as artists currently occupy these spots. I was wondering how…
Hey all I'm looking for crits on the modeling in general, the textures aren't final. The wood and metal textures are just basic place holders from cgtextures.com. However I did make the dirt/mud although it still does need some work. The boardwalk and walls aren't. I'm trying to make this one of many sections to make a…
It's not so important when you look at a lone object but you absolutely need a consistent scale between assets so you can drag them into each others scenes to ensure they are working in concert. If everything is working to the same scale it's far easier to maintain Texel Ratio (how many pixels of texture occupy a set…
The polyframe leads me to think that the mesh isn't as clean as it looks on the surface. For instance, you can see areas where the edges start to go in a direction but then suddenly terminate (and not in a way that makes sense with the edges that are fully visible). I'm thinking you have polygons that are occupying the…
I think its worth looking at the valve art/colour guides to try and get more of a value gradient on your sword. a lot of it is occupied by solid grey which isn't particularly exciting to look at, also the way that the grey melds into the orange isn't too nice because light greys and orange don't match particularly well…
Thanks for the c&c man that was really helpful. I think the title "abandoned" was probably ill thought out for this one, I was thinking more recently abandoned and then occupied for a couple of days by people seeking shelter. So according to my reference and timeline it wouldn't have been all that decayed. Having said that…
My main goal currently is to solve this problem. So far, I'm making a little bit of progress. The jerkiness is caused by each new voxel completely lighting up when a triangle touches it. What I have been able to do so far is create a voxel density by calculating the percentage that each triangle occupies the voxel, based…
Hello, I am 53 years old and teaching myself various software packages Vue, ZBrush with an aim to improve my skills, occupy my days (I am now disabled) and eventually produce work I can be proud of and in time perhaps be able to help someone else. I was searching for advice on updating my Nvidia card a step up from a…
It depends on how much screen space will the asset occupy. I'd say for background or a bird eye view you could get away with one mesh with unique UVs. Making it modular is probably a good idea if you plan to re-use the parts to create variations of this building. If it is unique landmark prop, then making it modular would…
2. No you can't. What you can however, is to scale down those uvs on the uvmap so they only occupy very little space. 3. Different people might say different things about this. There are pros and cons for both method. If you use a lot of booleans, you will end up with many permutations, a lot of, and long shader…