Just tried adding some props to the characters that they are going to put on randomly between animation loops. The props follow the characters joints so they work on "all" animations.
If the props are all meant to be loaded in the same area, then its more efficient to have multiple props share a large texture than have a couple smaller textures.
Little bit more of an update. Added a few props in, and broke up the rowhouses a bit more. Going to be focusing on adding more props and vegetation when I get the time.
Hi! (How are you guys?) I've made a mining truck model. I intend to use it as portfolio in an asteroid mining concept with unreal. Just a prop, not driveable. I went for airless tires as it seemed logical to me in a space exploration theme but it does use a lot of tris. Would you add more detail in other parts of the base…
Hi everybody! My name is Adolf Navarro and I decided to develop a classic ancient Greek warrior for this Reallusion contest. I’m not going to be too strict in the historical facts. So, I’ll try to create a nice and impressive look, half way from what we know about the Greek combat suits and weapons, in order to achieve a…
Job Description Technical Animator
(Rigging Artist) Visual Purple is
looking Technical Animator, who is adept at rigging complex hard surface and
organic characters and props for full-time on-site work at our Boise, Idaho
office. The ideal candidate
would have experience working with the Unreal Engine 4 and expert level…
Name: Cristian Rod Timezone: GMT+0 hour of London My name is Cristian Rod and I have been a concept artist for the last four years. My main area of expertise is environments but I feel comfortable working on props and also weapon skins. Some of my clients includes ONE PIXEL BRUSH, VOLTA, ATHENA PRODUCTIONS among others. My…
I was wondering what guidelines people here usually adhere to when it comes to texel density. For example, if I'm completely unwrapping a prop, would 512 per meter be a good standard? (a prop that is at ground/eye level with the player).