Hey Polycount: After being to GDC a couple times, I feel compelled to give back to you (and everyone), the game development community. I want to give a short, for students, talk about specific soft skill points and ideas to pursue to maximize one's effectiveness during Uni-years as a game artist. Particular things about…
Hi as in topic it will be my first pbr asset. I have some experience with 3d sculpting, architectural visualizations, and some handpainted 3d textures, but I never did something to use in a pbr based game. I want to try combining my skills and see what can I achieve. I'm going to do game asset based on the concept for a…
This is something I've been working on to understand Spaceclaim, and the inner workings of handguns. I plan on a full low poly with each piece modeled/textured so it can be disassembled in marmoset later. Crits appreciated Update: Mid poly here, almost ready for zbrush. Not sure how I'm going to tackle the low poly but so…
Looks like you already answered your question? No difference if object local XYZ axis look to same direction /aligned to world axis . So just make sure your object has no rotation in world space before baking it . Substance designer does re-bake properly from a world space having Y (green) up . Maya style I am guessing.…
They describe something in Maya help page . First step is segmentation . My guess it's something like Substance Designer flood node . Then If I am not wrong the new vertexes are usually generated as a regular matrix first and need to be shifted then to edges and merge together with a threshold . Would it be all Substance…
Heya man, this is a really interesting project you've got here! I'm definitely a fan of the original concept & rework done by @kohyunu so I'm looking forward to seeing how you fully translate her when finished. I think you could probably use some help in getting to the finish line so strap in - this is gonna be a longer…
The models and materials all look pretty good. I think the lighting could use a bit more work though. The lighting doesn't match the sky outside too well. It looks clear, mid-day outside, but the soft desaturated lighting inside looks more like overcast type lighting to me and it sucks some of the life and color out of the…
The model looks pretty good, though it might be a little higher poly than it needs to be with all of the beveled edges. Although it's a "hero prop" and a portfolio piece, so splurging a bit on the tri-count is probably fine. I don's see any shading or bake errors, so that's good. Are you going to model in the strings and…
sculpt is nice, but The texturing is noisy and very generic all over, as if you just threw masks/color on to everything to act the same. I would make the edges lighter then the planar faces. Add a small gradient from bottom to top and also make sure that the faces that are faced more toward the sun, is more bleached. So…
Heya, great start so far! You did mention that the next focus will be more on the fun and stylized aspect of the concept, but we thought of pointing out some areas that cough our eye taking into consideration the current state of the model curves and proportions. Some areas would probably gave it that sweet stylization and…