Name: Arsenii Kolesnikov Timezone: UTC +3 (GMT +3) (Moscow, Russia) Specializing: Sci-Fi & Realism Concept Art for AA games and films. Hello! My name is Arsenii Kolesnikov. I'm concept artist, working with different projects from cinematic concept art to gamedev and NFT, I offer a range of services that cater specifically…
I am very interested in this, if anyone has more examples to point me towards. I understand the base idea, it is just to more complicated pieces that are confusing , such as SnakeDr's example that is giving him trouble.
Everything seems to be dependent on the type of game you are trying to make, which is also influenced by the intended audience of a game. I think a good story comes down to the development of both characters and plot. You can have poorly designed characters with an amazing plot, and still have a bad story, similarly, you…
I have a question about normal mapping a modular building piece. I suppose for an example of my question, I'll just use Stephan's building. Would you normal map a building like that the same way you'd normal map a prop? Where you go through the object and bevel the edges so that something like the window edges will have…
Hey everyone, I’ve started working on a new practice prop. Its a chemical/paint waste disposal bin. I found this one and thought it would be a great study piece because it has a lot of subtle form changes, surface damage, and material storytelling. My goal with this project is to: * Keep as much real-world detail as…
Thanks for the replies, Sure thing, examples and specific questions coming up... I just can't use the actual piece so I'm doing a quick example prop. I'll be back with screenies in about half an hour.
Hey Guys, Are there any examples/tutorials out there to set up simple context dependent hotkeys in maya, based on selection type and selection count for example if faces are selected execute selectadjacentface.mel, or selectadjacentvertex.mel for vertex selection, etc?
I also had this question recently. I took some models from modern games (PUBG, MK11) and pretty much all of them do have thickness on "hanging" parts of their clothing - even if a tiny amount. Which seems like it's bound to have inter-penetrations when it's simulated. I guess I'm just thinking in terms of Unity cloth sim -…
Regarding the command line/scripting aspect we updated Substance Batchtools to version 6. Here is the changelog : Substance Batchtools 6.0 Fixed: ○ [Global] Use png format by default for image creation (instead of jpg) ○ [Global] Help need to be more explicit (we now use more specific information and provide more examples)…
They look pretty good. IB and Ott bring up some good points I would follow their advice and modify the models accordingly. After that the next big hurdle is getting them unwrapped in a fast, clean, optimized way. The counts could be considered fine if most of those polys contributed to detail or helped you create optimized…