ye looks great dude i think u r totally on the right track, dunno why u seem to doubt urself so much but hey - that's probably what keeps u tickin' eh? as for critic i think u r tinting your lights too much, try pushing some soft warm/cold in your bigger shapes /value gradients. see how on the metal some areas have…
He didn't miss is original calling just ignored it. Destiny: Ring Ring... Ring Ring Uwe: Hello? Destiny: Yes hello mr Bowl, this is Destiny calling I would like for you to be a boxer and die an early death at the hands of the mob after taking a dive in the 3rd round instead of the 4th like they planned. Uwe: It's boll,…
Hello Hello Hello, I am new to game art. I sculpted a head in zbrush and zwrapped it to make a low poly. The problem I noticed is that there is ugly faceting around the nose and ears on the low poly. I was told to select soft edges to import into substance painter, but that doesn't solve the faceting around the ears and…
Trying to understand texel density better. I don't come from a game background, so this is still relatively new to me. I'm working on a scene and decided I wanted everything to be 2048 texel density throughout. My first object to UV was a cannon and I split it up over two texture sets, one for wood, one for metal. I ran…
Blendermarket Gumroad Baya is a Blender tool that generate Maya source file (.ma) inside Blender. * Baya is a quick way to exchange data with other artists who might use Maya * You can iterate quickly when you work with Maya oriented game engine exporters by quickly generating Maya source and exporting using Maya…
LATEST I decided to enter the Bioware contest - over at CGHUB, but as usual I was kinda late to the party and I'm still hoping to contribute something before the deadline. I'm a Student from Staffordshire University and decided to focus my dissertation on the competition brief. This meant a lot of prep research and other…
Hello! My name's Seth and I'm due to graduate at the end of the year. I'm working with a couple other students to put together a level in UDK which I plan on using as a portfolio piece. My school program has trained me in a generalized skill set and I've decided that I want to specialize in lighting and textures -- I'm…
There have been some cool things happening around the Community lately that we'd like to share with you. * Polycount's own Alden "3dflasher" Filion's WIP environment in UDK * 2D illustrations by Daniel Conway over at CGTalk.ru * 3DTotal launch a contest Polycount [caption id="attachment_1072" align="alignright" width="180"…
i like the portrait. you have placed down values with a hard edged brush which is good. but choose areas to soften with a sof edge brush, to add interest . to work on your penmanship, think about line thickness relating to the distance of objects. closest being the thickest line. keep at it, 2d skillz is a life long…
yeah. poopipe is right . those UV gradients or even splatter node are necessary only if you want to use Max (lighter) blending in between scattered things to get kind of proper height blend . ( like in the initial screen) But for leaves it could be just regular alpha blend since they are mostly flat things and laying one…