Well maybe I should work at a bit smaller size doing the handpainted texture. I'll try that next time. ^_^ About the rocktexture I made the normal with maya transfer/bake + a overlay with a crazybump normal generated from the diffuse. Dunno why I did both but thats what was done. The bridge I know I could or should slim…
Rhinokey's onto something here... I was just flicking through your site and couldn't help but notice that the majority of your 2d work (especially faces) seems like you've applied the facial details (eyes, nose, mouth) onto a flat plane, rather than it following the curves of volume you might expect. I guess you've done it…
Hey everyone, I've been fighting with this issue for a couple of days now and would very much appreciate any advice you might have! I have a pretty large and intense scene with a 4033x4033 size landscape. When using the landscape tools, either for sculpting or texture painting, UDK gets very, very prone to crashing. It…
Hi. I added some screenshots to my portfolio from some areas I worked alot on (together with multiple amounts of other talented awesome Dice-folk, Too many to namedrop) during the BF4 development. Hopefully you'll enjoy it! http://andrewahlgren.com/gallery_bf4.php I mainly worked as a level artist building and designing…
I’m currently searching for a skilled 3D modeler who can help me recreate a figure of Phosphophyllite from Houseki no Kuni for personal use. This specific figure was originally released exclusively in Japan and has since become extremely rare and hard to find. While I’ve managed to find some reference images and even a few…
All packaged, no errors and few warnings that are resolved by cleaning up the project file. I can likely bring the project package shipping version down under 5 min 10 min. Time to run the final real world test.....across different machines.
High poly WIP in toolbag: And so you know what reference i'm using, i have the MGS art book with all of Yoji Shinkawa's amazing sketches: Here's a scanned version for better viewing: It's been a really interesting challenge actually, trying to remain faithful to the original concept shapes, which are very definitely heavy…
I would use PTEX in mudbox to paint your highpoly, you won't need to setup uv's that way. If you don't want to do that, have you tried toggling the [x] Smooth UV's option? As for your basemesh - you would definitely need some edge loops down the middle of your geometry, what you've got there is anything but evenly divided…
Chippin' away at the old tombstone. After subdividing, I saved the mesh as a Target Mesh. The brushes Mallet and Trim Smooth Border work wonders. I went overboard a lot and then used the Morph brush with a hard square alpha to bring back chunks of the original mesh. When digging into the mesh far away from the edges with…
that's what i'm going for ^-^ Once upon a future, humanity became terrible being that destroy and steel everything they can in order for them to survive until they find a proper planet for their kin. All the master ships separated their-self in order to increase their chance of surviving, some became utopia, other returns…