Just to let everyone know I am now back in good old oz perminantly now, so its beer o'clock with my old 3d buddies- however my mobile sim is now dead so please get back in touch with me via davideking@gmail.com London was fun, I had half a year on an Unreal III engine project (mmm, shader trees)- learned maya and mudbox in…
Hi , my name is Alex Curtis and I am the art director and co-founder of Polymorphik Games, We are a very small and fairly new indie company working on a great project for AR (Augmented reality) and we are looking for new artist to join us on our journey through the indie game industry. Full game details will be available…
Hey everybody, I've been doing some tests since i'm making an object that consists of a lot of different sub-objects that have symmetry applied to them to save texture space. A fairly simple object of this is the barrel below: The edges of the bake came out quite smooth with almost no artifacts so i'm happy with the…
Hi, I am a third year Games Design Student at Staffordshire University in England and I am looking into rigging and animation for my FYP. What I want to do is rig a character and create a full animation set to be implemented as a playable asset in a game. No game is actually being made but the aim is too make something…
MOST RECENT: ================================================================================================== Just started on this one. Primarily working from this concept by Adam Brockbank: http://www.croftgeneration.com/imagenes/galeria/concept_art/LCTR/bigimages/LCTR_Concept_Art_008.jpg This concept was for the first…
I'm working on some foliage at the moment and the leaf/branch textures will be generated by making hipoly versions and then baking them onto an alpha plane. My goal here is to get accurate leaf and branch placement for said foliage in a similar mannar that Crytek managed on their textures for Crysis 2 and the CE3 SDK.…
Greetings polycount, Im a student and this is my blockout of a scene a designed on paper, its a pathway from one part of a temple to another with a gate at each end of the path. I'm self taught for the most part only having been taught how to create a pawn in 3dsmax with a spline and lathe (Lacking Teaching) Id like to…
Hi, I'm currently working on a car(ish) project where I have to make certain parts excactly how they are in the TurboCAD drawings. I stumbled on a annoying issue I really can't find a solution for. For example; I'm making a part where I have to cut a hole with a radius of 2.5cm. The circle etc is all fine and all'. Sadly…
I haven't tried to bake a normal map in 3dmax, but I think I will because of the lack of detail mudbox makes in the map I dont see a thing of my normal map in 3dmax when I apply the normal map to the mesh (I think it's just my fault that I'm doing something wrong)... any way progress on the mud,.. -GuranGa
Hello, any kind hearted souls that can help me out? I baked my normal map (and other maps for texturing) in Marmoset Toolbag and they looked right inside Marmoset, but then when I export to Substance Painter to start texturing I'm getting visible seams. I already tried troubleshooting steps from topics with same issues but…