Check out Simon Fuchs' handgun tutorial. https://www.artstation.com/artwork/lVy0bV I bought this tutorial a while back, and haven't gone through all of it, but from these images you can see how chunky he makes his highpoly bevels. Admittedly, he does separate in zbrush using strategic polish uses, but you can get similar…
I used to really love total biscuit but he keeps saying and doing things that make me think, "hang on, is this guy actually a giant shithead?" I feel like RPS is the same. So much about the site I love, but it's such a small team that love to tackle their own niches. They rarely branch out and even with recent changes,…
This is just a reference for what I'm using for M'ling, he's a bear-dog-ox beast after all :3 This is my moodboard/styleboard. and here's a process of what I came up with till now, (note I am not very talented in 2D...*sigh*) then I drew the muscles, and some furry concept, which now I'm taking it to sculpt cause this is…
alright :) so I posed it aaaand.... it was a total trainwreck. at first. which made me really sad since i spent so much time reworking the rig and skinning thinking i was headed in the right direction. then i posed it again... and again.. and again. and then i got to this - which although not great, i find acceptable for…
Post-apocalyptic oil tanker. A scenery prop for use in any game environment or level. The ship is 150 meters long, 34 meters high, and 23 meters wide. You can use it as a prop, key point or as part of a scene where you can incorporate it into a level. It's a Post-apocalyptic oil tanker, ment to be used as a post…
Why are there weird line across most of your low poly stuff ? Did you set Soft/Hard Edges ? Deodorant has to go, man. Sorry. The rest can be fixed. The car would be nice if it were finished. Or call it 'wrecked car' instead. What software do you use for them ? Some can create UV pretty quickly and easily. And none of those…
This is what the Disney brdf ggx model does. It was developed on the film Wreck-it Ralph to simplify the amount and type of maps needed to create realistic materials. It has since been adopted by modern game pipelines and is pretty much the new standard in realtime texturing/shading. The metalness map defines whether the…
Its less about the number of triangles tbh, and more about the size of the triangles in screenspace right? Because having tons of triangles is totally fine if they're efficient to draw, but once your triangles start getting down to single digits of pixel coverage, you start getting crazy amounts of pixel shader quad…
@abcdethan Those trees in the background there are on a plane, although thats pretty common for most games with this type of foliage The biggest one was all of scavengers, the level segement you just passed when you look behind as you are in the outside areas, its all just Proxies. Some of the giant wrecked ships never…
I'll be up front. There is no method to your madness here. It looks as if you just randomly threw a bunch of shit down with not a care as to why and called it done. There 's a wrecked plane in the background, but no destruction around it, no fuselage break up, etc. There is a train in there but I don't see any broken or…