I decided to re-assess my this pieces' textures ... again :) The original was too plain. The second was too overly chipped and the wear was too "painted on". I have learn much about texturing since then and I believe this is a major improvement. Less chipping, more roughness variation and more based on real examples. I'm…
Hi! Don't know what happened when you beveled the edges. If you did so using modifiers, I would double check the result in Unity or reimport the export, to make sure UVs didn't get messed up. Attached you find two examples illustrating what I meant previously (another loop on flat area, then have lightmap wrap around…
Very niche. Not this much needed, so not this much trained models for this goal around. Maybe this weight here: https://civitai.com/models/18022/earth-satellite-image-map-generator-mix There is also a heightmap generator: https://civitai.com/models/16826/game-landscape-heightmap-genrator But that was basically it so…
I want to commission some low poly greybox ancient and futuristic structures for a personal game project. I would like to know how much it would cost for a small structure, medium structure, and large structure. Small structures could be a small ruins or tower or bunker, medium could be a more complex ruins or a base with…
I just recently read* something about "late bloomers", and it specifically used artists as an example. Conventional wisdom has it that most great works are done in an artists early years, but the facts just don't hold that true. Cezanne was the one of the examples used. *Book was..What the Dog Saw, Malcolm Gladwell
You can overlap the edge pieces in UV space, like how Kio Works shows in this post. Another example of this method can be found here. http://polycount.com/discussion/144838/ue4-modular-building-set-breakdown/p1 And even more examples are here. http://wiki.polycount.com/wiki/Modular_environments
Although I certainly don't qualify as an "amazing polycount anatomy artist", I think I can share some useful input, so here it goes. For starters, are you using any specific reference for your poses? I think this is pretty critical for figurative work. You've definitely got your anatomy and proportions under control. But,…
Use reference and remember landmarks to more accurately create forms and find balanced proportions. Balance your perspective so your anatomy will looks accurate. Your proportions need to follow the basic rules of perspective for an angle like the one you're using. It frames the muscular composition. Green A & B are nice…
A mesh gets triangulated when imported into an engine anyhow. The reason why meshes are retopoed mostly in quads is that it is easier to edit them while working on them. But, there are parts of a mesh that just need a few tris and that is ok. The first example of your post uses elongated quads which as a rule you should…
This topic is probably a better fit for the Unreal Engine forum section. If you want to get assets from one project into another, the migrate tool might be of use. Regarding how to use your own content with this 'Horror Engine', you might have a better chance of getting help/ questions answered on the projects discord…