Yeah this is pretty much it. I think its really important to understand what dDo is. First and foremost its a toolset to automate a lot of the grunt work artists would normally do by hand. Setting up and managing layers over multiple input types, using baked content (normal map, ao, etc) to create base layer masks for…
Hi everyone, :) I’m starting a new project: a sci-fi Scout Hover Bike set within a small urban perimeter checkpoint bay. The scene will have an overcast, damp, slightly neglected atmosphere, but the location should still feel operational and believable. For this project, I want to explore mechanical sci-fi and hard-surface…
I started this topic especially for understanding process of creation modular environment sets. And you guys really helped me. Also I found great brakedown on the Polycount, check it here: http://polycount.com/discussion/144838/ue4-modular-building-set-breakdown/p1 I tried to recreate my building that I already had as…
EDIT: Thanks everyone, got plenty of offers to consider. Feel free to keep sending them but I might not reply! ORIGINAL: Hi. I'm doing a freelance job for a client in the aviation cargo industry, which involves creating a VR application (in Unity with a HTC Vive) to view and interact with cargo container models provided by…
I have been experimenting with creating tile-able textures in zbrush and have had some great success thanks to these forums. However I have found that these types of shapes in the following screenshots are confusing me as to how to set it up. Rock shapes and repeating patterns like bricks are easier to setup. Example 1:…
hi everyone! I am environment artist.so i am not very perofesional.and have some problems in environment creating.my problems are details of work. my problems: 1-should i create all of the scene in 3d software first and import seperate meshes to game engine?or use Modular creating?when should i use modular and when should…
I've used PolySnow for 3dsmax and it's great. Of course you need a shader to really make it believable, but that's true for any solution. PolySnow: https://www.cgtrader.com/3d-models/scripts-plugins/modelling/polysnow-for-3dsmax?fbclid=IwAR3oba7iv-rvcv8w3p0KfglaA8kmlk7td-GwppIFLYO2pNyWwWRYwAtc_fY The cool thing about it is…
Is there a way to create a loop that's a constant distance, say 3cm, from another loop? Typically when I've tried to do this, things are either: 1. Treated as a percentage (halfway between two loops), which makes the distance inconsistent if the distance between two existing loops changes at all. 2. Limited by a loop…
@2300511685 Correct, the round over in the third step was added with a non-destructive bevel / chamfer modifier that uses edge weights to control the width. If edge weights aren't an option then a simple loop path could also be used to constrain the round over. There's a few different ways to approach modeling lofted…
I recently proposed my capstone project idea to the class for my graduating demo reel. I quickly blocked out my idea for an environment scene that will showcase prop modelling as well as a static mesh of a beast within it, which will all be displayed in UDK. The overall composition here is more or less what I've got in…