To build on what mop said.., you can build a base map in BSP, do a test build see if its in scale - if its all okay there's some information on that urbanterror link to export the BSP out as an ASE. So you then could work with the ASE and model it, import it back in and bam - you have what you want.
So for one of my characters I'm trying to make a necklace like the image below. Instead of the suuuper time consuming way of creating this manually, I wanted to go with an insert mesh approach. I have all the base shapes set up and imported into Zbrush. However, whenever I arrange them in an insert mesh brush and draw a…
Hey guys, I'm trying to achieve a result similar of this concept art, but I'm not being able to get this lighting and atmosphere in my scene inside ue4, as well as make the scene look so big like in the concept as you can see here Do you know what could I do to maybe achieve this result with the models that I already…
Some minor things I have noticed while using toolbag3. For some reason you can't specify if you want a wireframe on individual meshes. I mean I could put a shadow catcher under it, but just something I noticed. Also for rendering out screenshots. I do find it annoying that renders are not tied to the saved file. Yes, you…
My Portfolio can be viewed at: https://artunitfive.squarespace.com/ I'm an artist currently based in London, I have 4 years of industry experience, 3 of which were spent with Bossa Studios, helping to realise projects such as the BAFTA award winning Monstermind. My primary skills are in 3D although I am adept and have…
@poopipe all makes sense, thank you. Another question I was going to make a new post about, but it's related to this a bit. When making tiling textures like wood or a trim sheet, I've mostly always authored those at 2k because that works with my texel density which is often 512 or 1024 per meter for things Im working on.…
Hi, nice to e-meet you! My name is Gonçalo Santos and I'm a freelance illustrator/concept artist looking for job opportunities. I specialize in stylized character illustrations, inspired by anime and Riot Games styles. You can check out my portfolio on Artstation.
Sounds like a great project! Some good ways to texture terrain in here, will work well with painted style. http://wiki.polycount.com/wiki/MultiTexture Terrain modeling can be done the same as any other assets really. Model a few pieces and cram them together into a nice composition. Some good resources here…
[JOB CLOSED - Already found someone!] I'm looking for someone who can take a base model and a couple of reference 3d models, and make variations of the original model that I'll turn into morphs. Basically, the only thing you'll have to do is take the original mesh and move the vertices around to get different body types…
This is my final for my current class at Full Sail University. I was supposed to make a likeness sculpt of my choosing so I chose Dmitry Klokov, a Russian powerlifter, so that I could really try and learn my anatomy with some extreme musculature. I think I did a pretty good job, but I know that I still have a long way to…