So the plan with this guy. Full project all the way through as my portfolio needs some new personal art and much more textured objects. WORLD WAR ROBOT - LARGE MARTIN Some presentation / mood ideas Summary I've been a fan of Ashley Wood's work forever now and finally getting around to getting one of the robots from the…
hey finally i found time to "finish" a piece. that's a bunker with tiled maps as also with sculpted parts (the pillars) realtime in the UDK editor it was done while lecturing in berlin. i wanted to show the students how to make good looking tileable maps and normalmaps and how to model meshes for this kind. then we also…
Hello, I'm a game art student from Lawrence Technological University and this topic is about my 3D modeling project over a two week process. It is somewhat of a re-post because my original post disappeared. The project is to go through the process of creating a 3D model that is ready to go into a game. The process for the…
Hey everyone, Wanting to share a WIP of Sarah's room from TLOU. I struggle quite a bit with texturing and sculpting a bit as well as lighting, and figure this would be great to do since it's a small piece but has a wide variety of hard surface and more organic models like the bed sheets/comforter and the clothes on the…
I have a substance that I'd like topublish the view in Marmoset. The substance has a few bitmaps that were baked for use with damage generators, etc etc. I've messed with the bitmap compression settings and I can't get anything that looks good, unless it'd set on raw. If I have it set on raw, the published sbsar is 166 mb.…
Hi everyone. I'm working on a new html5 game project, called Dash Rumble. Dash Rumble Click to play - v 0.2 Devlogs 1- Devlog #1: designing the game and the AI Pitch Dash Rumble is a platform/arcade action game in which you dash to death! Push your enemy outside of the arena’s boundaries to win. The project Dash Rumble is…
Yep. To me there's 2 aspects to this 'narrative' thing I keep going on about. There's the detailing you do to ground and give weight to the asset, things like those smudges and scratches, oiliness etc. that imply this is a real object that has been touched and handled by real people. It doesn't have to be damage/wear per…
@teodar23 Hey thanks for the feedback! Yeah now that you mention it, the pathway really looks pretty bland, with just the cubes scattered. The concept was very sketch heavy so I couldn't really tell what was there, but that's where I'm supposed to come in and make it interesting haha. I can make some more objects like worn…
You mean straighten by hand? I used pelt mapping, relaxed and then created smoothing groups from UV Shells with Textool. Is there another better approach you would use for something like this? Update: I just tried to unwrap again a UV Set differently, by not make cuts based on the smoothing groups I want and yes the result…
Some concrete ! I'm still wrapping my head around lots of things , from calibrations of exports from substance to unity ( what's linear or srgb , if unity "albedo" is substance's base color or diffuse , and whether to use metallic even if i feel more in control with spec/gloss workflow..) The concrete is a lot simpler than…