I'd learn how to either measure with an accurate to real life scale "human anatomy model", or learn how to work in real measurements, in the end you can "translate it after the fact", to whatever requirements are expected for the projects. Any environment artist or whomever knows is welcome to correct me but i feel this…
It depends on how complicated you want to go, you could get some really good results with sculpting a more compact wing and baking normals off of that. If you want to have a more next-gen and more complicated look, then alpha'd planes will be the best bet. I haven't done any feathered creatures before, so this is all…
nice hard surface sculpthing, i bet you are geting moist over the thought of those hard surface brushshes coming "soon" also have you considered doing poseable symetry on your work so you only have to work on half of it, seems like painting the details on both sides would get tiresome and hard to do evenly
Thanks guys! @Alphavader I get what you are saying. Yeah I'm going to be doing some stuff underneath, like you mentioned. I want to get some piping/wiring and such going on down there, and maybe get some slight underlighting from there. Thanks! Not much of an update, but figured I would share anyways because it made me…
Project Title: Earthside Tactics Hello! I'm looking for a skilled and dependable game developer to take over and complete a turn-based strategy game. This project has already gone through a few development phases, including work by previous teams. Right now, I have: * A working project (built in Unity) * A rough GDD (Game…
What excites me is the prospect of a wider install base, specifically my parents generation if the price is reasonable. I'd have no problem recommending they get one, if only to use for skype calls and netflix, as they have a hell of a time with a controller, but they can talk to it and use gestures easily enough. Many…
Hey! Welcome to The Polygon Vault ! This is my little space to explore retro-style 3D modeling — low poly trees, chunky textures, and that good old-school vibe from the PS1 era. I build everything from scratch in Blender, then bring it to life in Unreal Engine with a bit of that pixel-flavored aesthetic. If you're into…
I also learned if I uncheck "use mikkt tangent space" on the static mesh import in Unreal the tangent doesn't get flipped and there is also no seam and I can use reversed uv shells (red in Maya). However the lighting seems blown out on the mirrored side of the mesh so I don't think this is a correct solution.