Lighting is definitely more interesting than before. Though, if this is a building you want people to go into, I would light up the doorway, rather than the windows on either side. Same as everyone else mentioned about the glowy windows. It's a good start, but some variation/blinds/curtains would help considerably. Your…
If you just go to the system requirements page it also informs you that you can run it on these cards as well. # NVIDIA GeForce 7900 GT / 7900 GTX # NVIDIA GeForce 7600 GT / 7600 GS # GeForce 7800 / 7800 GS / 7800 GT / 7800 GTX / GTX 512 # GeForce 7300 LE / 7300 GS # GeForce 6800 / 6800 XT / 6800 XE / 6800 LE / 6800 GT /…
Hello there Polycounters! I am having this issue with my displacement maps, I have tried a number of things to fix it but no luck. Hopefully someone on here could help me out? :) First image from Zbrush, looks perfect. The rocks are very sharp and the leg armor has very hard edges. But when I put it into Maya, it looks…
Hello polycount community, I recently finished an art test this past Monday (9/17/2012) for a vehicle artist position. I submitted it that morning and was really happy with the result of my test. Later that evening when I got off work, I felt that I needed to take a look at it again and see if there was anything I missed.…
Hey Polycount, We wanted to share the result of our world-building course and ask for your critique and feedback, to help us improve in the future. [Build in UE4 as a next-gen level] YouTube videos below: Cinematic trailer Project showcase Thank you for your time :) DetailsRecall is a student project developed in Unreal…
After my last attempt at a weapon failed somewhat miserably, I decided to do some more! 1.) First up, I redesigned my simple demon sword design to get this look: Maya Viewport // ~3200 tri // 512 tex 2.) After seeing all the cool guns and such that are constantly up here, a weird old musket sounded like a cool challenge.…
If you're not sure what I'm talking about - http://en.wikipedia.org/wiki/Texture_atlas Was wondering if using this method is the best method for using textures in next gen games? I was reading some stuff on the Unity forums today and they recommend you combine all your small textures into one big texture atlas or…
Hello, I got back to working with my workshop item for Templar assassin after a break of five to seix months. I started off on my item which I had tested inside the game client by exporting it using 3DSMAX 2012, skinned and textured. It worked fine and had no issues. A couple of weeks ago, I deleted the items i had already…
I've been trying out making some stylized models lately (mostly a few handpainted weapons that I never posted as they just weren't up to snuff IMO). Anyways I figured I'd try making a stylized asset utilizing sculpts and PBR as that is closer to what I usually do (somewhat realistic weaponry and vehicles). So I decided to…
I was just wondering if someone could tell me where I am going wrong. I am currently doing a church in 3DS Max for use in the Unity engine (build will be a Windows Standalone.) I know that the problem is my UV mainly and I don't know quite the best way to set it out. I know that I need more brick space but with more brick…