The most part of the work in 3D is not on the computer.. it's in your head.. So.. do a blockout.. (simple paper scrible will be platform independent :wink: ) what parts do you want to adopt.. what part do you might not understand how they would work (or even look in 3D).. maybe come up with alternatives.. for example:…
Hello everyone, I'm new here! I would like to ask you for advice on how best I can further develop my portfolio. I'm an aspiring Environment Artist, and I'm trying to apply my skills to creating stylized environments. I would be grateful for any advice, criticism, or guidance. Am I moving in the right direction to become a…
Don't let your school convince you that the majority of your skills wont be transferable between industries. In my portfolio, I made both game res and sub-d art. If you have a couple pieces of each, there's not really a reason why you couldn't switch back and forth; plenty of artists do that. Sometimes its easier to break…
If you see faceted shading on hi res you might beveled each edge first accidentally or give each edge a crease (shift+E) or you just have subdiv modifier in "simple" mode.
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@poopipe would you say it's worth the extra time to create the high poly first then and baking it, or should I stick to beveling my low poly assets and tweaking the weighted normals? Any threads you could link about your game? Have tried searching but there's a lot of trash so sift through. I'm the solo 3D artist in my…
You can generate normal from mask in PS and then combine it with car normal. Or model all the details on temporary mesh, properly bake to plane and combine using substance. Depends on what software you have and how much time you want to spend on it.
Hello! I've wanted to do a Little Nightmares fangame for so long, and this would be a passion project for me and the team as a whole. This game would be set in a fan-made area with an original story and plot containing themes of greed, labour, addiction, ect. Of course it would be a horror/adventure game with a 2.5D style,…
I am not too familiar with it myself, but I think the node editor may make troubleshooting that sort of thing a little easier, as you can see input and output connections for any given thing. Probably if you are doing some rigging courses you may be introduced to that at some point.