Progress on the couch is lot faster since it's the most fun! Well, I had a lot of fun making the bag for the car. But unfortunately, I couldn't spend a lot of time on it. ): So here's a bake of the couch. I thought retopoligising and UVing would take a day each. Well, half a day for UV but retopo surprisingly took a little…
You're probably going to hate me for saying this, now that you've done the bakes, but the front looks unfinished somewhat. I know these areas are usually not seen in game, especially if its a FPS and this is the player's gun, but if another character was pointing this at you it could stand out. You just need to integrate…
use instances on your high poly meshes in max, that helps a lot, also.. as mentioned in the tute, no need to go crazy high witht the polygons because you cant capture mor than one poly a pixel on the texture bake space, so for example a 512x512 texture map will not be able to capture any more info of off a high poly plane…
Now there’s the material I hate the most (but love at the same time)… water….. The amount of times I have attempted
water in the past and came close but with no luck, either the reflections were off, it didn’t displace correctly, it didn’t
refract properly or more importantly I just didn’t know how to make a depth
based…
How would I go about having a mesh only seeable by post process, but not the player? I have a post process that pixelates a selected mesh based on a custom depthpass, producing a stylized 3d pixel look in a non pixelated world. Example with exaggerated pixelation offset from model to highlight issue. I've come up with some…
Hey guys. I love 3d modeling. It's so natural having came from a painting background already. There's just one little thing I don't like about it. Unwrapping UVs. Because of them, painting in Photoshop is a nightmare most of the time because something is off in the model to make them distort. I can never get a 1:1 detail,…
I am trying to make long hair for my current WIP but I can't for the life of me get anything to work the way I would like I had an idea though... Can I use the hair tool in max to make my desired hair look then convert it to an editable poly. Then model a base mesh in roughly the right shape and bake it into a normal and…
Hi again Aranoth, You're on a good start, but I would recommend going back to the horse piece and do a few things differently. First off, you shouldn't make an optimized game model with very specific topology before starting on the sculpt. Instead you should focus on making a very simplistic cage giving you the maximum…
WOW guys thanks for the feedback. The asset im working on is just to test my skills on a small complete game in Unity. I have coded all of the programming functionality. The assets shown above will be duplicated 4 times and will I hate to admit play somewhat like guitar hero. I just did not want to have really low quality…
Hello everyone. Few days ago, I opened this thread https://polycount.com/discussion/comment/2734111#Comment_2734111 concerning the basic pipeline to follow when you want to make a game asset. I've received the answers I needed to start a project and try to follow the "checklist" of the 3D Game Artist. BUT of course I'm a…