hey, well, in essence your work is great. From a technical point of view everything is done properly as far as I can tell. You acquired the mechanical skills .... but your work is lacking some kind of WOW effect. Every image I look at I´m getting the feeling its either not finished or it was done quickly. Maybe create…
Here's some tips to producing really low spec art: Go as low as possible. TBH, if this game were made on DS, these would be sprites because they would look better as sprites that always face the camera. But, for this example, I'll model to explain some things. Four sides looks as round as 6 sides on the small screen. So…
u see what im talking about? i remember last year for example and the year before, actually im always checking artstation open job positions and i have noticed something strange happening....because i remember every time i check there would be a lot of job positions labeled as 3d artist just some companies seek seniors,…
An image would help, hard to understand exactly what you’re wanting to do. Is this for a mobile game? Performance is at a premium there, so would have to get crafty with the shader. Lots of ways to do dirt mapping. An example of what you have so far, and what you’re aiming towards would help a ton.
Hey all! Is anyone planning to take part in Pwnisher’s new DRÆM SEQUENCE challenge? It kicks off Saturday 31st Jan at 5pm (2026). I’m probably being a bit delusional, but I think I’ll give it a go even though I have zero time. And I will try my best to get my students to take part. :) Here is the challenge page…
Epic games will reject A for modular assets. That's mainly because modular pieces should work inside their grid and hopefully never outside into the next grid space, or they will potentially intersect with things outside their grid. So a walls thickness is always into the room it's facing and never extends out beyond. C is…
Hello guys, I registered to this forum to get your insight on PBR workflows and texturing for those. My question on albedo maps: Albedo If I understood the idea behind it an albedo map should contain no lighting information except the pure reflected diffuse. So should there be any gradients in an albedo color map at all?…
ok... So if i understand correctly, the Example file you guys supplied to demonstrate what ddo can do out of the box has custom curvature map you plugged which you didn't include in the source as part of the package? And is the key map to get the look you are showing off as an example? Cool! So i scavenged the forums after…
looks cool so far! what I would suggest is to decide on a light source, and paint the model accordingly! that way, you can turn the forms in space with the texture really nicely, for example the shoulder armors could look like they are being lit from above, and you could feel their roundness. Also with the face, try and…
Another thing that can really help, you mention 90 degree angles etc, a great way to avoid that is to simply not model everything with 90 degree angles in your highpoly. If you plan your highpoly so that it will be friendly to your low, with more gradual angles you can really help yourself out. Heres an example: With A,…