Hi everyone. After finishing my internship in 3D advertising, I think I may enjoy games more. I have a year left of college and am going to work on a game-ready portfolio for graduation. Here is my first asset. Crits welcome. I will incorporate any into a environment I have planned. This model was kind of a warmup into the…
Hi guys, Just had to format my whole hard drive and when I reinstalled PSCS2 I had these weird artifacts when I zoom . they're kinda distracting so I was wondering if anyone here was familiar with the issue. I also had an embedded color profile mismatch warning every time I import an image (fixed that but was just…
I wont dispute that the ice is melting, I have to do more reading on that myself. But what I do believe is that it is not a direct cause of our activities. I watched video clips and read quotes from scientists saying that it is natural and that the earths temperature is basically driven by the sun. Which makes a lot of…
So im working on consolidating a bunch of different objects onto a single texture sheet. I selected all the objects added a unwrap uvw modifier and rearranged them so they all fit into a single sheet using uv channel 2. Now when I do render to texture the diffuse transfers over fine, but the normals go to hell. First I…
Hey folks, wondering if anyone has had this same issue. I'm trying to use an object space normal map for a model. Every part of the model is uniquely unwrapped and I have double-checked that none of the UVs are flipped. The problem is that every part of the model facing a particular direction is dimmed out / incorrectly…
This is my version a futuristic B2 Spirit built for Empyrion Galactic Survival. It can be downloaded for use here: https://steamcommunity.com/sharedfiles/filedetails/?id=1902983440
Hm... I guess, I was a little to euphoric last time:-( Whatever I tried to get your material running failed. In fact I think I didn't understand the second part - the bumpmapping - and what textures have to be set in there. Could you help me with that again? At least I managed to put something together that isn't too far…
Heres the deal: Modeling base for highpoly in XSI (Foundation) Finish the model off in ZB2 Paint diffuse in ZB and PS (first serious question, can you bridge PS and ZB without buying any plug-ins? Or if you cant then what plug-in one would have to buy?) Export the mesh back to XSI and build low-poly cage, bake down normal…
Althought it's silent about me and my procjets I'm happy to be able to share some of my latest contract work with you. Currently I'm working for an upcoming Cryngine² licensee on realtime visualisation for solar technology. There's no NDA and I'm allowed to share some stuff. This level is a prototype I did to iron out a…
Hey guys! First post on polycount! I Wanted to share this piece, I hope you like it! Introduction I love games like Dead Island or Requisition VR. For this portfolio piece I wanted to get inspired by the crafty, impossible yet believable weapon designs of these games. What better than C4 attached to something like a…