Damn theres a shit load of AI San Diego kids on here. Good to see. Same question as Tyler who is teaching that class? 2 props for the whole quarter? Is that right? Damn they better be bad ass props then. Wow. My comments pretty much echo what everyone else has mentioned. Ditch the flash. Bigger images. Cleaner layout. Keep…
Project - Uplink New projects are starting to come online! This one is called "Uplink" and we can not wait to see how it turns out. The Team Jamie Callow // Environment Art / Prop Art / Lighting Gabriel Woolnough // Character Art / Prop Art / Concept Art Laith Shewayish // Character Art / Rigging / Concept Art Vilte…
Did you see the metal hoops in the link I posted earlier? THIS is how you make a good barrel prop. http://polycount.com/discussion/183292/viking-props-marmoset-toolbag-3 As for the normal map errors, this thread should help: http://polycount.com/discussion/147227/skew-you-buddy-making-sense-of-skewed-normal-map-details/p1
UPDATE 01 This morning I have worked on the my pipeline process and i have established my milestone, for the moment i have to finish all the modelling and unwrapping in two week. And This afternoon i have made the blockout and started to create the props and check the scale on unreal engine. You can see some screen of the…
Thanks for the feedback!, yeah you're right, I've just been doing prop after prop and threw it into the engine one after another, with no real "masterplan" in mind. But now that I already have a bunch of content I also feel that it's time for a more solid layout and composition. For some I did a ZBrush sculpt, for some…
Thanks guys! I'm pretty much done with a first pass of this prop. I'm not sure it's dirty enough, but it's an indoor prop so it really shouldn't get that bad, I don't think. Once I've figured out the optimal level of grime for the whole level I'm going to come back to this. I'm also not sure if I want to keep the…
Block out your environment. Have some really simple placeholder meshes, possibly with a quick n dirty texture(heck just vertex color might be nice), before you go and make finished props. Not that your props are bad or anything (though pretty bland so far) but blocking in things will help you prioritize and create order in…
very helpful zacD haha. Looks great Diwan. I think it looks just like the reference you've used, so im not sure i have much of a critique. That's the beauty of modeling existing props ;) if it looks like prop then it's good hah. I'll have more critiques when you get into baking/lowpoly/texturing. Love where it's going for…
So, it did go well according to plan! There is quite a lot of empty UV space left from the fact the catsuit takes fringes of the UDIMS, so I guess I’ll use that space for the props. The sculpt of the catsuit needs more iteration, it’s not smoothed enough to my taste and it feels crumbly whereas I’d like it to feel smoother…
Hello. I've been working on this model of a classic GM New Look bus also known as the "Fishbowl", I intend to keep it roughly around 100k polygons for the finished model while maintaining as accurate looking proportions as I can. When the model is done (hopefully soon) I intend to make some renders of it with a heavy…