Hi, i'm currently working on a little Elsässich street with modular assets. I'm mostly done with modeling/texture assets, next steps is going on speedtree to have flowers for the planters i have on the windows and some on the street too. And finally doing the vertex painting in UE 5.3 to give each house a different color,…
Before the second phase of the idle, I'd suggest putting more motion into the fingers, maybe even a looping grasping animation. It would also add something to animate the tail swaying left and right in reptilian fashion. As for the second phase of the idle at ~180, I would advise against using the head to lead with the…
Hi! Certainly a simple example would be best way to get familiar with how tangent space normal maps look/ behave and to set things up in the soft that's being rendered in. Checking the shared Painter file, it looks like the seam showing in that face area is exacerbated by seams/ discontinuity in the curvature map (and as a…
Need a cool character for your Unreal Engine project? Whether it's sci-fi, fantasy, or modern, I can create a high-quality characters for Unreal Engine. And if necessary I can also deliver textured and rigs models in FBX, 3dsmax, blender and maya formats if you need something outside of unreal. Have a look at my previous…
The path into game development really depends on where you're starting from. Some people start with an idea or thing they want to see in a game and learn skills as they go. Others master art or programing first and either find a counterpart or eventually branch out into the other discipline while working on different…
I know people have said don't use a lot of polygons, and keep it basic, but a really good way to do that, especially with mechs is to model it piece by piece rather than starting the whole thing from one primitive. This way you can get the complex shapes you want without having unnecessary edge loops. Think of creating the…
Hi! I’m polishing an Unreal scene (cave ruins with a shallow pond, god rays, big stone head, doorway, torch character). Could you please give me feedback on what to tweak or redo in this Unreal scene so it looks more polished? Thanks in advance! Goal: push it to a more “AAA” look for portfolio.
+ Fixed the curtain clipping through the painting. + Straightened out the curtain folds a little bit, to give a better feeling weight. + Created a two-sided fabric shader with a simple camera based falloffs on the diffuse, to get that velvety look. One falloff darkens the tones, the other lightens. - Reduce the glass…
Hellooo Polycounters. I recently posted this on my couple-week-old thread, but as I had feared, it was too deep within the bowels of the internet to garner any interest (except Toxic_H2O's :D thanks) As of now I am a fresh-outta-school 3D artist looking for work, specifically, game environments, and was wondering if the…
Is this going to be animated/blendshapesed/morph or just clean topology for sculpting fine details / low res version for texturing ? What ever the answer there are some weird form and edge loops but if its not going to animated don't concern yourself too much One thing I suggest to change is her jaw angle and underchin…