Im starting to learn environment modeling for games, and my first question after reading the general guide of Polycount is still my longtime question: reducing polys vs equal distribution in a variable geometry. I was modeling this arch: Attachment not found. with polygon efficiency in mind, obviously this would have a lot…
So I decided to test out Modo's baking rounded edge shader to NM feature, hoping to incorporate it into my workflow. I've been troubleshooting this for the last few nights and have run out of ideas. I'm a long-term Max user who has only dabbled sparingly in Modo. The issues occur on imported .FBX(from Max) Vs native Modo…
I'm not 100% if this is caused by normals, I'm using 3ds Max 2011 and I have some really crazy problems going on. I started with this low poly mesh: I UV'd it in Headus UV layout I worked on the high poly in ZBrush but this particular model didn't end up there, I intended to bake down. I decided that I didn't need most of…
So I started this project with intention to level up my hard surface modeling and texturing skills. First I watched Professional Tips for Modeling Complex Shapes from Pluralsight, and followed workflow from that tutorial. Here are some shots of beveled base/lowpoly mesh and smooth mesh previews of finished high poly model.…
This looks like a normal map gradation issue. There's a few things that can cause this but some likely factors are: a lack of hard edges, mismatched triangulation and mismatched tangent space. Uncontrolled smoothing on flat (planar) surfaces can result in extreme gradients in baked normals. Long thin geometry will produce…
Adding on to bkost here... exposure and repetition. Spending a long time on a single character is good if you just really want to push the quality based on what you already know. But to learn fast, better to make many characters, just hitting the key primary and secondary forms and not going further than that. Detailing…
Heya, I'll try to share with my experience. Tri-count as EarthQuake said. UV Mapping - imo depends if you're making only FPP or FPP & TPP+LODS and if you're using detail maps to add a pattern (this bases on texel and should have constand size, right?). If answer for both questions is no, then you could differentiate your…
While I understand the use of Dynotopo given the tools, my concern for your piece right now is less tools more artistic foundations that will set you up for success. Your face, and your body I'm assuming, still lack the strong, planar, large forms that you can see here and here. One needs to literally sculpt the face and…
Little bit less pretty screenshots today, took a step back and started focusing on the bigger picture/figuring out how far I can reuse my assests and how many more building pieces I'd roughly need. Also possible room for expansion on the exterior. Did a really small quick test on how I might possibly sprucen up the cobble…
Hey, @Giacomo X, Your opinion is very valuable here, I can always use advice. The majority of the scene is gray because it's a block out. It seems pretty standard among environment artist to block out their scenes, place them in an engine, and place simple lights. I'm using a substance painter workflow. I've created…