Hey Polycount, I'm trying to figure out what my best bet is for rigging a large number of humanoid character in Maya, hand-animating them, and then importing for use in Unity. I'm not the most experienced rigger/animator. I can put together a standard rig manually though I'm quite slow, and some of the more complicated…
So I've been working on an environment that has modular tiles with a highly specular material on them. I'm using a few different textures to make a pattern on the floor with the tiles, and noticed that when I rotate them and bake maps, the specular seems to come from different directions. I did some research, and found out…
Any general environment / modular environment 3d art tutorials on youtube will cover the common techniques needed to make a building. If you want to make foliage yourself you can look that up too, or use speedtree/megascans. Just get started and then show the work to anybody and everybody. Professionals will be able to…
@teodar23 Hey thanks for the feedback! Yeah now that you mention it, the pathway really looks pretty bland, with just the cubes scattered. The concept was very sketch heavy so I couldn't really tell what was there, but that's where I'm supposed to come in and make it interesting haha. I can make some more objects like worn…
Big screenshot dump! I have been chipping away at learning textures and working on the project these last few days (just been learning designer) so there wasn't much to post but I made my material in Designer and also grabbed a grass material from the Quixel bridge and got some vertex painting going. I may make the plan it…
About the golem, I'd probably bring it into the concept stage again, mainly because I feel like it needs a stronger design before you proceed. It's a good start though! The scene looks alright but as you said taking it into UDK will probably be worth it :) Nothing shows off your modeling and texturing skills though. To me…
monkeymintaka, it sure helps, but you have it pretty well done :) CatalystFire, that looks good :) A quick coat of paint and you're done! krztyczekpstryczek, nice blockout! The only thing I would do is scale the two lower thirds (the stone part) up just a tad. The altar seems a bit taller in the concept. Other than that,…
It's definitely intimidating when you look at the wide spread of programs and disciplines that make up a "3d artist". I think we all have some program we've been putting off learning while we finish other work. "Oh I have to pickup marvelous designer", "I never got the hang of hard surface", "I need to learn rigging…
I'd say if elements don't have a smooth transition it's almost always better for them to be separate pieces. There is nothing wrong with floating geometry besides maybe having an AO baking error or something like that. Sometimes it's easier to just bake things down into your low poly. It's really a case by case thing. It…
One of the main things that stuck out to me was there seems to be a very low image resolution on some of your images, most notably the Epic Mickey screenshots. I think it really detracts from the presentation of the whole thing. I really like most of the work on there, reminds a little of some of the stuff I've done. :)…