We have some examples on the wiki fwiw Halo 4 here http://wiki.polycount.com/wiki/Modular_environments Uncharted 3 examples https://polycount.com/discussion/98332/uncharted-3-environment-art-dump-anthony-vaccaro/p1
This is my first time sculpting something in Zbrush from scratch, and after a week this is what I have for the pre-retopo mesh. Attached is also the concept I'm basing it off. Can I have some critique as how to improve, for example in the face/head region?
Zbrush is slightly weird in that it works in generic units, rather than in defined metric or imperial. What this means in practice is that something that's 2 units tall in Zbrush will import into Maya at 2cm tall, and Blender at 2 metres tall as an example. Maya's default unit is cm, blender's is I think metres (don't…
A "why" would be useful here! What about looking up historical armor would inform the work here, in particular? Does something jump out about the armor here that feels particularly egregious to you? I think looking up real world examples is always always beneficial, but something about your comment feels more barbed and…
Everyone has offered really solid advice. Think that Neox, Eric and sacboy have summarized the key points of the issue and provided a lot of good links to additional resources on the topic. Just wanted to quickly address a couple of different points brought up in the discussion. Subdivision modeling tends to be an…
@Taylor Brown said it perfectly regarding the site. Honestly the site alone would be an issue as it wastes so much time of a viewer. Having this as school project/requirement sounds about right as school tend to bog you down with completely pointless assignments when it comes to actually getting a job. Also things like…
This post is about some of the Modo specific tricks and the hero mesh workflow, using this 80's home supercomputer as an example: It was inspired by Minitel and teleprinters. Its function in game is to describe and start the next mission. It is part of my effort to only use narrative UIs: No menu, no HUD, all the…
Heya man, this is a really interesting project you've got here! I'm definitely a fan of the original concept & rework done by @kohyunu so I'm looking forward to seeing how you fully translate her when finished. I think you could probably use some help in getting to the finish line so strap in - this is gonna be a longer…
There are a couple practical reasons for the uv layout. 1. Hard edges. Pretty much anywhere I had to put a hard edge to fix shading issues, I had to split the uv shells. It was a balancing act deciding where I wanted to split the shells and where I wanted to keep the seam for texturing. As you know, if you have a softened…