I also had this question recently. I took some models from modern games (PUBG, MK11) and pretty much all of them do have thickness on "hanging" parts of their clothing - even if a tiny amount. Which seems like it's bound to have inter-penetrations when it's simulated. I guess I'm just thinking in terms of Unity cloth sim -…
Thanks! I do want to add more stylized pieces that don't have the issues of the older works. Also all the stylized pieces are interpretations vs the realistic ones where I tried to be as accurate as possible, and my professional work has been in realism as well, so it makes sense how my career in the industry is shaping…
Wow these are really cool! Love the stylization on these, and the mix of 3d and lighting with hand-painted details. I would love to see more thoughtful attention to variable line widths. You have some different widths, but each line is the same width along its length. Here's a nice example of how variable line weights…
Hm it's a good site and there's some very nice content but there isn't much either. The warehouse is a good example of environment artist but lighting lets it down and makes it average. The car is really awesome though. Basically my main crits are: Lack of content, need more environments than just single props like the…
I'm very curious about best UV practises. I wish there was a thread here for general UV tips like the giant topology thread and normal baking thread. Often I wonder if I'm unwrapping things inefficiently when I end up splitting things to minimize stretching but raising the vertex count in-engine. It seems like a balance…
Look at the difference between the final and the first image in the tutorial image I posted last page, the difference is clear. One looks baked from a high quality sculpt, the other looks flat and boring, and the differences are notable on the shader too, yes. You do not even have to renormalize unless you want to be…
I see Dark Souls used a lot as an example of a game that can tell a good story with little to no use of cutscenes, but it's important to realize that not every game tries to tell the same type of story as Dark Souls. In many good JRPGs, you can basically write a 6 page paper solely about the main character of the game. Can…
There is a very fast workflow in Blender to simulate smooth intersections of booleans by using offset cut. It does not create nice geometry, but it works visually. Is there any sort of script that can replicate something like this in 3dsmax? If I export meshes that have a Meshmachine offset-cut from Blender to 3dsmax the…
I finally have the time to start a WIP thread for my contribution to this contest. First an introduction. Even though my forum handle is "animagical", I'm actually know as "animagic" over at the RL forum. My specialty is making animated films using iClone, which I have been doing for several years. I am not a modeler, so I…
Im looking for a LOW POLY modeller to assist with creating some low poly assets for an iphone car racing game. The game is a top down style game with pixel art cars, trees and smaller items. The track is a textured 3d plane. I am looking for a number of low poly models to be built and textured in a style that suits the…