I've got a workflow hang-up with modeling a stylized character shaped out of nothing but "banana" shapes. My usual method in Blender is using "Subsurface" boxes to model each separate/major part, then "union" them before later sculpting them -- but this mesh creates lots of garbage polys if I union too closely to the flow…
I have been researching animations and additives for UE4. I'm making a game with 9 characters (humanoid) that share universal animations (using animation re-targeting). There are 14 weapons. Some are one-handed while others are two-handed weapons (as well as some firearms). I have created animations with additives in mind.…
relax homie. nobody is pissed, its dumb internet.. just voicing my opion that i think it sounds like a big waste of time and not practical. something being practiacal is intended to serve a purpose without elaboration. seems very elaborate and therefor not very practical. so i think of it as not practical. didnt mean to…
Ive been doing this shit (3d gameart) for about 15 years now and lately there is a thing that bothers me. Making UVS is slow as fuck. Im primarily a hard surface artist working for videogames and it bothers me that I may spend a whole day making UVS for an asset, say, a machinegun. I use 3ds max basically for UVS with…
Hi everyone, Thank you for taking the time to read my post. I am not convinced with the recommendations of the Unity developers I am working with, that's why I am asking you all for some assistance and guidance. Although I do realise, if I implement a hybrid atlas technique using 4 Map Channels, they will have much work…
In my opinion, it’s best to learn multiple apps, as many employers will dictate which software they need all assets to be processed through for integration into their systems. Often in my experience the main app is Maya or Max, since these are generally easier to develop a consistent sustainable pipeline for. Blender is…
So I started this project with intention to level up my hard surface modeling and texturing skills. First I watched Professional Tips for Modeling Complex Shapes from Pluralsight, and followed workflow from that tutorial. Here are some shots of beveled base/lowpoly mesh and smooth mesh previews of finished high poly model.…
Hey,Its been a while since i last did a full landscape in UE (actually, back then it was UDK) so i decided it was time to dust off World Machine and get cracking. Some reference images for what i am going for: The main purpose of this is to create a realistic large scale environment with good close up detail that also runs…
Update: Calling it done! Just have to adjust a few things with the textures and presentation. Now I just need to rig it for practice, then unreal engine scenes! Edit: Uploaded better renders.
I wonder what's the best solution currently? I mean something like this:https://youtu.be/rgSq0jq5DzY Form what I see in this video it's a perfect workflow. But I'v never tried it in MAri myself. Is there other perfect solution? Sadly I can't find any decent replacement with Adobe or other tools. I use Substance Designer…