Hello Polycount! With the launch of the Sketchfab integration on the forum, our guest poster JCSchaeffert has kindly written a tutorial outlining the upload process to Sketchfab, along with an overview of the user interface. 1- Modelling/Baking/Texturing My project was to revisit Frankensteins creature. First of all, in…
Hey guys, thanks for the crits. I've been slowly chipping away at this over the last couple of weeks. I switched over to Marmoset for screengrabs(wonderful little program, try it out if you haven't). Can't seem to get the glass to work properly though. Yeah, the maps are pretty big aren't they? I could probably downsize it…
Hey there, I'm happy that you keep at it. Nice work so far. Here is some feedback if you don't mind: - as you said you'll care about the mesh optimization later on. (which I wouldn't suggest because it will likely cause some additional rework in your textures later on) Concerning your polycount of about 135000. It is HUGE.…
Hi! My name is Marc Vives Dalmau, I'm a 3D environment artist and I wanted to share how I made a procedural house generator inside Houdini, in case it may be useful for somebody. I've been integrating this software to my workflow since summer 2021 and I'm very happy with the results. Hope you like it :) 1. References and…
Hey guys, thanks for your comments! @ serriffe: hehe thanks, a raise would be nice, but for now i'll make do with some nice new art books with the prize money ;) @ Mordin: thanks for your compliment on my ruined scene...it's still WIP, but i'll start a thread for it this week hopefully @ Navi271 : thanks for stopping by -…
Some feedback / thoughts: * Generally speaking don't render with a black background; aim for a dark grey like Polycount's background colour. * The DDO texture presentation isn't that practical if you want people to critique your textures / uving * I would avoid using the detail presets in legacy dDo. They can be helpful…
OK as for 41 k triangles i don't work in the game industry yet. so I just do what i want thus far, learning on my own. its 41K polies for BOTH sides of teh gun/scope/clip fully mirrored from left to right. If i planned it to be fps only model in a particular game engine with solved animations, i could delete many faces…
This thread is a collection of personal work conducted for USO; however some work may belong to others. The UDK Screenshots are also taken from the Editor window to capture to post process. This post contains a basic overview of the game, while others that follow will provide personal assets, texturing and art style…
Hello! I have a problem with gradient from procedural layers. It doesn't work. When I am creating this layer I have an ERROR (Error: CPR ERROR: 000|#include <metal_stdlib> ). Marmoset Toolbag 4 v.4.02 (4020), macOS Big Sur 11.2.3 Message from console when I am creating procedural gradient: CPR ERROR: Compilation failed:…
Alrighty, posting the process I used to get this done...I'll post a write up first and then a more straight to the point list underneath. Long : 1. First, I created the base mesh for the body in Maya. I did a quick simple blocking out of the forms and brought it into Zbrush. Here I stayed in the 1st Sub-D and just adjusted…