reaaly with a simple square environment like this i would NOT get bogged down with baking from high poly...i dont think it will be worth it... instead work on getting a nice blockout in first... and get a first pass of lighting...then look at splitting it up into assets alot of people think of environments as making…
Update time!! Been busy at work and such so not too much of an update, but i just wanted to pop in let you guys know im alive. Right now theirs a lot of repetition going on in the metal plates ill break that up. This piece is going to be modular so there will be a couple different big pieces connected together so i can get…
*blows off the dust* Ok I am finally digging this out again, because I have now time to finish this over the coming months for my graduation. Was kinda busy for a whole while with an internship so there were no updates. I am going to post more frequenly from now on. I decided to move this environment to UE4, mainly to get…
I'd be inclined to either write some code or use houdini to generate a decimated mesh based on the displacement maps - the zbrush route is fine if you're making modular assets but if you want genuinely unique surfaces based on blended materials (which you do) then you'll need to do something a bit cleverer. We had some…
Since the scale of my render is a full skyline, I realized pretty quickly that I couldn't detail all the buildings by hand, even with a modular kit. So, I'm using greeble to help. With only a few different clicks and even just a rotation or two, one building can become many. I'll be filling out my city with buildings like…
I love this idea! I remember awhile back talks of new contests were brewing and someone brought up the idea of having a Polycount Tower contest, essentially modeling a modular room piece and all the pieces would be stacked, can't remember any more details or how much steam it gained but I thought it was a cool idea. And…
We're currently working on a new set of floor tiles that will hopefully look a lot better! We just ran into a few issues with how our wall segments were created so now that we've made it over that roadblock we're fixing the floors. Problem: Corners were shorter than the wall segments which messed up the tiling for our new…
Quoting this for truth. I started off with military sim, worked my way up to being a DS artist, was laid off in a year and went back to military sim, all the while working on my portfolio and trying to get back into games. I had just about given up on being a character artist (was even trying to learn how to make modular…
@Praetor187 & Meathead, Thank you:) @shinobix, Thanks, and thank you for the feedback. I'll be texturing it again as part of demo for a class I teach. I will defiantly keep that in mind this time around. @Racanna, No, not really;) The base mesh was modeled in Maya. I haven't updated the text on those high poly images.…
@jfitch: Thanks for the advice :) I would do it too, but as they are all parts for a modular armor I am keeping it together to make sure it all fits (there are some parts that interconnect - like arm guards that have to work with bare arms, sleeves and bandages and all of those 3 have to work also without the guards, so…