Be sure to grab the free DLC Personas from the store! Although keep in mind, they are pretty OP. Lunar Blessing is way too useful. My top 10 would probably be: 1.) Shin Megami Tensei series (it's hard to pick which game is the best, so I'll just say the best titles in my opinion are Persona 3:FES and Nocturne. Almost every…
https://www.thingiverse.com/ Is what we referred a lot of people to when I worked at a 3D print studio. Its got an education section as well...though looks quite different than when I used it. I would download some models from there and examine them as part of your learning process. I never made too many things with…
These are all excellent starting models. I would suggest following this tutorial made by Polycount's very own Millenia. It is an older video so the texturing pipeline is pre Physically Based Rendering. Follow his tutorial from High Poly to low poly modeling, his UV methods, and how he bakes that detail down. After UVing…
I was hoping to be able to pair Quixel with MeshFusion for very very rapid drafting and background scene assets but DDO's phobia of mesh seams is a giant headache. >M-Muh seams >2015 Like it was said before: I don't mind fixing the seams myself but doing it across multiple layers is a giant headache because there's no…
[ QUOTE ] "Dreamcast" was slightly more stupid, and you see where that got SEGA. [/ QUOTE ] [ QUOTE ] The Dreamcast was a great system. Maybe if it wasn't for the retarded name it could have gotten more folks to buy it. [/ QUOTE ] You're not being serious, are you? Please tell me you're not being serious, because that's…
Here's a sample VMT using phong : "VertexLitGeneric" { "$basetexture" "player/surfer/surfer" (path to your diffuse texture) "$bumpmap" "player/surfer/surfer_normal" (path to your normal map) "$phong" "1" (switches phong shading on) "$phongexponenttexture" "player/surfer/surfer_exponent" (path to your gloss map, aka…
foc_rob: Cool idea. You could maybe do something like the "cutout" filter per mip level with different settings in order to flatten out the details if you were doing a stylised game, and something like that would be easy to automate. As for editing mip levels to get transparency to work, I prefer an engine-side solution -…
I don't remember at what price Autodesk was selling their softwares when they had perpetual licenses but i think that it was more than 3k €, maybe i'm wrong. I never paid too much attention to them because they were out of my "pocket" anyway. Of course i have, it was a case of some years ago. There are numerous articles…
I'd say nice work, though you should definitely be taking some of those assets and moving on to creating the low poly for them and doing the UV/texturing work, as that's the other half of the job. I agree with taking out "beginner" from your portfolio website header. I also would probably remove how it's currently setup as…