Hey everyone,This is an environment I made for the most recent Art station challenge. It's a jungle path on the island of Okinawa. I know it needs a little polishing before submitting it to my portfolio and calling it done, but i'm not certain what to focus on. I think the biggest thing it could use is a unique sky-box…
I believe this goes here. My apologies if it doesn't. This is a generic female head, meant for games. I tried to budget at 1000 tris; eyes are heavy and will probably be reduced. (is tris the accepted 'budget' point, or faces?) Any criticisms are appreciated, especially anything that is wrong. Anything that can be improved…
I have been working on this goblin/chihuahua creature sculpt. I started with a simple bust but when I tried polypainting it it came out looking very plastic. while it is supposed to look stylised and 'cartoony' I want it to have some convincing texture at least. I played around with the default materials in zBrush but…
This is what I've been working on primarily for a while. Basically a sci-fi/noir-ish environment with the 'slummy' area under the main road, with the constant Blade Runner rain. Just thought I'd show a few isolated assets without all the rain and stuff in the bottom image. The total recall-style police car is freshly baked…
I started loving this initially, but at some point but after making some changes (so many i don't remember them specifically) its started to feel a little stale, something looks off to me. Am i just bored with it maybe since i've been working on it for almost 2 weeks? What would you change? EDIT: btw, i've only done the…
I ran into a problem with some alpha mapped planes while working at my Han Solo Blaster model : The planes render fine in 3ds max 2015 (default viewport settings, except max texture size) while the same planes render...well not as they should in the classic DDO's modelviewer and Substance Designer I really have no clue why…
....of course sex sells and dev statements such as "...banging your team members" leaves little to the imagination as too their targeted demographic...or indeed default art style that particular player segment adheres towards. Hence I reckon, not really difficult to reason why an industry radio silence, which given over…
While I don't think they let you change left-click navigation itself, 2019 did add a Lock Camera button (Draw: Lock Camera, also found on the Right side of the default UI) to allow you to sculpt near edges without changing your view.…
I know max's default radiosity implementation can do something like this kinda. What it does is basically tessellate the geometry based on how much lighting detail is in the area, not actually cut hard lines based on shadow casting geometry, so its not very useful for games. I think that tessellated geo is temporary and…
Hmm, I see what you guys mean right now. It's surely not the texture as it's like that even with a default material. Indeed it looks like I haven't smoothed it out. Here's how it looks in Max (there is no square-ish shadows). I think it looks proper. Oh well, thanks for the help! I'll give transfer vertex normals another…