Yeh I would slow down if I were you. If you want to work on sculpting, make a sculpt of a naked dude or girl. If you want to work on armor concepts, make a million concept sketches (and ask for advice and take it when given). You're doing at least 5 different artistic disciplines here and doing them all wrong. I think it…
yes it does care, or well the engine doesnt, but the artist should. it depends on the workflow. unreal for instance lets you import normals, import normals and tangents, or computes normals and tangents. only the last one is dcc independent. the others _highly_ depend on where the input is coming from. say you make a…
Looking for: game animator Project: you'll be working to bring the world of rotting circuits to life. A apocalyptic environment. Build, craft, gather survivers and survive ever changing environmental challenges, enemy factions that fight dynamicly for control over the open world space. Length of project: worked on for 9…
Learn to bake from a highpoly, and everything you do will start looking a lot better. When you're working with normalmaps and you generate them this way, all you're doing is shooting yourself in the foot. It doesn't look good, and will in fact make it so that no matter how good your diffuse is, it'll still look awful. When…
Alright so I am currently working on creating a portfolio piece and its starting to drive me bonkers. I have my highpoly done (not counting some stuff that i will hopefully be able to overlay onto the map like nuts and bolts), but I am trying to do some simple test bakes for normal mapping to make sure I can get the bakes…
xNormal is probably the easiest. Bake your high-poly down onto your low-poly (make sure that low poly has UV maps!). If you've got a texture on your HP, and you want to bake that onto your LP as well, you're going to need to add a UV map to your HP. If you can't do that, bake the normals and then take them into zBrush, and…
I decided to start with my hero asset so I can use it as a kind of quality bar. This model had me more focused on topology with a lot of surprise ngons or pinching issues. My polycount is at 13k when smoothed and combined though that's without the final details of the scroll and the violin strings. Also need to replace the…
Hello, I am an indie game developer working on a first-person 3D narrative game (mid-poly, atmospheric/stylized — not photorealistic) built in Unity 6 URP. The game spans five distinct environments ranging from warm domestic interiors to cold institutional facilities to overcast outdoor settings. The same room geometry is…
Hey! Yeah, i went with the dynamics after all. Placing stuff with the brush script was annoying course it was buggy. I found an other script that placed the mesh all over a target mesh randomly.But that just made the stones just look flat, and some of them where on the same position, wich look really ugly. And at first i…
Hi all, just thought I may setup a thread for me to post my tiling textures in to get some feedback. The workflow i use is pretty basic, goes like this: * zBrush High poly sculpt (Or maya bake if hard surface) * Render our Normal and Height maps (And ID map if in maya) * Use Knald to extract AO, Concavity and Convexity…