Today was all about wrapping my head around trim sheets. I made a first iteration of one, but I'm not really feeling great about it. I'm having trouble wrapping my head around how I'm approaching it. It's one of those things that in theory I understand, but in practice I get tripped up pretty easily. I also looked into…
A full character and environment for use in a real time game engine, rendered in Marmoset Toolbag 3. I designed this to be a full scene which could be apart of a game world. Adding the 'in game' menu UI and scrolling items animation to showcase this. All textures for the character and environment created in Substance…
-Whats the difference to using them? Quads are generally more flexible and are what modeling tools are designed around. With quads you can easily add or remove edge loops, which isn't possible with tris. -Are there advantages/disadvantages to using one over the other? Generally, you should be using both. Mostly quads, but…
Asking for clarification on the texture limits. What is splitting? Does each "pass" count as a texture? 4x textures at 4096 ... does that mean 4 material trim sheets (for environment), each with any number of "passes", each material at 4096? Like one metal, one rock, one paints, one fabrics? Or does it mean that each…
Hi All, We are a team of 3 people (writer and two artists) who have been working on an H.P. Lovecraft game since Christmas time. We have been doing this on our spare time. We wanted to show our progress with everyone. This is a horror FPS game inspired by Resident Evil, Silent Hill, Bioshock, Half Life and more with a mix…
Thanks JMYoung, that's a good idea. I'll get on that wood thing (for the railing and curved stairs I'm thinking, as well as trim on lights and speakers). @Neox, forgot to put in my first post that I would be changing my backdrop to space rather than underwater, but I decided I'm going to stick with underwater after all…
Hey Guys, currently working on an asset that I wanted to target for "something beyond this generation of games" or "high end pc" asset. Originally this asset was started as a tiny prop to do some sculpting, but as I progressed I realized that for the amount of detail I was putting in, it would probably be a close up prop…
Hi, I'm trying to make sense of the workflow from low poly to high poly. Basically here is one of my model: My goal is to bring this into zbrush and just trim some edges to make it looks old. My initial thought would be to UV in maya --> bring fbx into zbrush to work on it --> bake the high poly from zbrush onto the low…
Hi there Polycount, I plan on making a trim texture focused Quick unwrap tool in Maxscript. Would like some feedback if this would be a usefull tool? What i want to make: 1: U predefine the sections of your Trim Texture uv Spaces. (Trim Panels) 2: U Select your your basic mesh / model. 3: Dont know how I wil handel this…