Hello all, Rest assured that there is no concern for our poly counts. We are comprised of experienced pro's here on the Eclipse team already working at various major game development companies. This is exactly how nexgen gaming is done, you build out your high polygon model to the max first, then create your low polygon…
[ QUOTE ] using an orthographic view will cause the model to look distorted as you'll have no foreshortening or depth. [/ QUOTE ] That line bothers me because the image will still have both forshortening and depth (foreshortening simply refers to an object that is coming closer to the viewer and overlaps itself, and depth…
The proportions in the concept are fairly consistent when it comes to aligning decorative and structural elements. On the upper staircase the stringers and mill work land almost directly on top of where posts would go on either side of the opening in the wall assembly underneath the second floor. The panel work covering…
the bell looks way way better = D its up to you to use normal map or actual geo on the bell bars, i was just thinking you could probably get away with the extra polys fine. but it looks great anyway now = ]
I’ve been thinking about a simpler, more modern way to manage the flow of 3D content creation, as an alternative to heavier tools like Shotgrid. The idea is a web app that focuses on clarity and ease of use, with features tailored for artists and teams: * Kanban-style board that shows what stage of production each asset is…
Hi Quixel, I cannot find any ways to adjust the tiling in 3DO like it was in previous version with tiling slider so that is very inconvenient in a texture workflow? Is there a work around please?
Hi, The Maya modeling toolkit is great but i am facing an irritating issue. When trying to extend an edge by pressing Tab+Left Click sometimes i miss that edge and a quad strips gets created(they have the same shortcut…
i would go with the death sworn colour scheme, but i do love the other one too ! maybe try to mix in more of the warmer colours ? either way, this looks amazing so far, i can't wait to see how far you go !!! : )
It is for a new game idea called "blitzkrieg 1942-1945" as you can see it takes place during world war 2 it's gonna be a total war style rts sort of similar war leaders clash of nations but with more accuracy and better ai :P if interested contact me via pm :)
I’m curious how others here handle unit and scale consistency across different tools and engines. In my experience, scale drift tends to creep in over time — especially when assets move between Blender, game engines, and other DCCs. Even when everyone “knows” the correct units, small inconsistencies still seem to cause…