Hi guys. So today I decided to make an environment based on MLL. I will be doing an environment based on this screenshot: Basically lots of destroyed stuff and crap. He is the current blockout that I have made with some shitty lighting just to get the general feel of the scene.
There are several ways to model a character; and each artist is different - however the general pipeline is: 1. Model a base mesh. 2. Import into mudbox or zbrush and sculpt on that base mesh the detail of the body - i.e. muscle 3. Back in your base mesh file block out pieces of clothing; - a easy way of doing this to…
steps to take: step 1. make sure your meshes smoothing groups are set up correctly/that it has smoothed normals around the magazine shaft. step 2. make sure the mesh used in both substance and toolbag is exactly the same mesh, that you haven't made any modifications like triangulating after baking. step 3. when exporting…
he has to take pain killers everytime he rides his bike cos his wrists are so buckled - i hope its as a result of biking! not from buffing his Oscar! :poly124: He was also on the news on BBC!! he's now given up his job and is gonna bike about full-time! jammy (but deserving) git!
Yep. So, as simplest and generally put as it can possibly be (This is how I go about it, anyways...), it's LIKE this... 1) Build your low poly base mesh to match the general SHAPE of what your goal is. It's up to YOU to keep in mind what the high poly will have to somewhat conform to when baking to the low poly. By this, I…
@NikhilR @Brian "Panda" Choi hmm you think i should probably dont stick too much to the concept? i mean it is true, in the concept i can barely tell what is made out of what material, but maybe it was intentional? i will overhaul this model based on all inputs i get here! I just "mark" this one as "learn all the important…
I think the main thing you have to do is catch up on current gen workflows. Even as for "lowpoly" art, today there are a lot of new techniques to make stuff look more appealing. I would say since polycount became much less important, low poly art is often a stylistic choice while your art looks like it is going for some…
So are you doing concept art for a 3d character, or are you making a 3d final model? if you're just making the model, then you could base it off of someone elses concept art . there is LOTS of concept art out there not already in use in a game or movie character. Find a stylized concept character you like that hasn't been…
i just going to ramble a bit because taking day off and bored: on one hand, in a game if you are making things from scratch that seems like really inefficient use of labor and probably not too many places making much of anything from scratch. especially if you already have a few games under the studios belt, must be an…
I demonstrate in this tutorial how create functional brake lights on a driveable vehicle in Unity engine. I make use of a short/simple script and a texture for the brake light glow. http://youtu.be/tYgZUFcS0sQ