Hey Polycounters, Here is my latest game asset created in Maya , Photoshop and Xnormal. Floor was entirely done in Photoshop. Comment and critique most welcome. Polycount: Helipad(1486 Tris)
I would recommend asset libraries like these https://polyhaven.com/textures https://www.textures.com/library https://ambientcg.com/list?type=material&sort=popular But searching across all of them, I guess you could make a list of sites that provide 16bit files, then limit your search engine to trawl only those sites.
Hi all, I have a few questions around building and using modular kits for environment layout. 1. How critical is it for a modular environment to be fully closed off? Meaning, all assets snapping cleanly to the grid with no protruding geometry outside of the layout of the scene? In cinematic work, I’ve often prioritized…
hey guys and gals, I am working on a few assets to recreate Blizzards style and feel. Let me know what you all think. First up is the Dagger of Lunar Purity:
Here is an asset we did for our Client. [sketchfab]7996eb26937f4908ad88707a3206a94e[/sketchfab] Armored Personnel Carrier by DigitalShock on Sketchfab more pics available here http://developer.digitalshock.net/?owlabpfl=armored-warfare
"Same goes to MoI or cad done models . Even if you have to re-do some tessellation parts projecting UVs back is usually simple and done together with vertex/split normals ." Yeah picking up on what gnoop said, a few industry guys I know of swear by CAD workflows which I suppose their inhouse pipelines may support i.e. CD…
Hey Guys, Heres a collection of real time assets I have made during my time working in mobile games. For most images I have modeled, textured, and set up materials in Unity
Hey everyone, with all the rumors of a new Diablo game in the works, and since I will be attending Blizzcon this year I wanted to put together a modular dungeon kit to possibly show off (if I possibly get to mingle with any Blizzard artists) at the event. The biggest challenge is going to be the texture work. After reading…
model Hi, thanks for your time. I've just completed the modeling of an asset for a first person game. I won't be subdividing and making maps for this, I want to use it as is. I am okay with sharp angles in some places that will seldom get camera space, and also this is a just a prototype for a game so no reason for me to…