Hey everybody, I've been working on my latest prop and wondered if anybody could offer me some advice on maximizing the UV space. So far this is what I have: Low Poly with Normal:
Hello, Chibi Space Marine I made for a client Indie game. Modeled low poly in Modo, textured in PS. 2350 Tris 1024 Diffuse This was kind of my first full hand painted texture. No tablet, don't have one. I'm looking for critique in the ways of diffuse only textures and maybe some techniques and tricks. The client was happy…
ABOUT ORION: PRELUDE: ORION is a retro-inspired game series built on classic fundamentals that we have grown up on. It brings fast-paced gameplay into a class-based team shooter world. It then throws all of this into a blender coupled with Mechs, Jetpacks and Dinosaurs. You can learn more about ORION at: Spiral Game…
ABOUT ORION: PRELUDE: ORION is a retro-inspired game series built on classic fundamentals that we have grown up on. It brings fast-paced gameplay into a class-based team shooter world. It then throws all of this into a blender coupled with Mechs, Jetpacks and Dinosaurs. You can learn more about ORION at: Spiral Game…
Hello folks. I wanted to share the piece I am currently working on. It's a space marine type suit. My main goal for this piece is to diversify my portfolio and get more practice with stylized pieces. I also want to get better at understanding and implementing PBR into my pipeline so I will be texturing this piece in…
Here are a couple concept ships I created today. SW used : Zbrush, KeyShot, PhotoShop. Check out the 3d Model here:http://digitalenvironmentartist.com/VR/142/142.html share and enjoy Nick www.nickhiatt.com
We are a documentary film production company at Sunset Gower Studios in Los Angeles. Over the past few weeks we have been given the challenge of converting a single mountain scene from a traditional CPU-based V-ray render over to the GPU-based Octane renderer. Here is the 25,000 CUDA core hardware setup that we've…
Hi all, So this will probably be a very quick question. I'm an aspiring Environment Artist and I wanted to ask about using Specular maps in Photoshop. When you apply a Specular Map in Photoshop to your Diffuse map, and then when you import it into UDK, should you use the Diffuse map texture for the Specular port in the…
Hi, So, i've experimented a bit with max's SDK and was able to figure out the tangent calculation used by max when scanline rendering. I work with three.js to render the models in the browser and have the javascript code to do the proper normal map decoding on the client side. Ie. one only needs to load the vertices, uvs…