teodar23- yeah I knew one of the big challenges I had for this project was making all the black material look interesting. I'll try to come up with some ideas on how to make it look more interesting. switz - I did bake all those maps, but it could be possible I'm not utilizing them in the best possible way. I just used it…
topology is not there to look pretty for its own sake. its like the frame of a house -- it serves a purpose. So you got to no what it's purpose is. Will you be subdividing this mesh? Is this the game res mesh? The goal is going to inform you what to do. If you are going to subdivide and the n-gon spooks you, well why not…
this is a really creative idea. :thumbup: I still work this way too, since being able to do every bake in one shot, with no conversions, is a lot more appealing to me than having to work through: tessellation -> object -> lowpoly -> tangent As for wasting time thinking about where to add the geo, test bakes help a lot.…
Portfolio: https://www.artstation.com/oweneljayi Email: owenbussines@gmail.com Discord: .mr.owen I’m a 3D Environment Artist focused on building high-quality, game-ready worlds in Unreal Engine. I work across both stylized and realistic projects, handling everything from modular kits and materials in Substance Designer to…
I completely disagree with this article: This guy is using of really low end user to grant Max some of it's useless (nowadays) features, like for an example bi-ped. "Complete Package for Game Development" - On my opinion, people don't know Maya enough to say at least what it can be done for game development, I will list…
I have a rectangle whose long side I would like to make parallel to another objects edge. I have tried all my newly learned tricks and nothing is sticking. The closest I have gotten is moving a corner of the rectangle to the edge I want it to be parallel to but this only gives me 50% of the solution... I have tried…
Hey Everyone! I am working on a game ready stylized character for my portfolio, I am almost done with the highpoly of the character (both ZBrush viewport capture and EEVEE test render are shared). The concept art is by Márcio Vieira. After completing the highpoly I plan to start creating the lowpoly (aiming for around 30k…
It looks like it can do some form of RTGI, but not others. If the rumors hold true that the PS4 is (even slightly) more powerful, then if the PS4 can't run Epic's Unreal4 'Native' GI, the Xbone won't be able to run it. EA's current solution they're using in BF3 and a bunch of others running on the latest Frostbite (2?)…
1) SOFTWARE You're on the right path basically. Outliers for software include Marvelous Designer for cloth simulation, Houdini for procedural mesh generation, etc. I personally use 3Dcoat for retopology (and handpainted texturing block-ins) Substance Painter is great for material-based texturing. We use that here at…
Nice project! In terms of modeling you have a fairly clean lowpoly mesh, good work here. I think it could use more polys all around since you have very visible facetting, especially on the big round dial in the middle and on the corner piece with where the lanyard is attached. In terms of proportions you have a few errors,…