Thanks for the feedback guys :) sltrOlsson: Sure, I can try explaining my process a bit. Normally when I do textures I don't really have a certain structure or typical workflow that I follow, it tends to be a bit chaotic at times. But generally I start out by loosely laying down a base containing the most essential details…
My review of your site: - Way too small thumbnails overall, I shouldn't have to click a picture to see any detail. - The game category link image doesn't lead anywhere. - I can't save your picture or open them in new tabs. Just get rid of lightbox, it's fucking junk. - Don't show WIP as it'll look like you don't finish…
Like musashidan said, you won't have to convert the model to a polymesh3d since it already is one. Just import the obj and start sculpting. Normally you can just import the same mesh to update UVs or vertex positions. Zbrush does this automatically to the point where it doesn't even tell you. However, this only works when…
I have been messing about with ddo for about 2 weeks now. I have to say it has really been worth it. I also tried producing textures for just low poly objects and it didnt work so I thought I would go all the way and make a clean high poly and then follow the input map advice on the quixel wiki and I have to say I was…
if you make a highpoly or generate your details in photoshop, you run into the exact same problem, amount of pixels. So its not pointless to model a high. Now, if this is really going to very large ingame, you would want to have appropriate geometry and texture budgets to match. A very large asset like this that will be…
Polycount limits largely depend on the engine you are using; for example tech that is object driven (everything in a level is basically a static mesh) pushes a hell of a lot of polys and isn't really as much of a concern compared to other tech that relies on BSP. However, be sensible about it. Model as much large scale…
On my vacation to Castle Haut-Kœnigsbourg (France, Earth), I was impressed by a massive canon/artillery from the 17th Century (1633 to be exact!). As I was just dabbling in the world of 3D, I decided to try to replicate it. I tried taking lots of pictures as I wasn't able to revisit the cannon. My girlfriend was already…
I started learning 3D in March 2019 in a "school". It was nowehere near an university tbh. It was only 2 days a week for 3-4 hours so not much really but it was enough to learn the basics and even some more. However I think it's not enough for a job. My teachers were people who work in the game industry (one modeller and…
Hi, I am a junior 3d artist, working in games. A lot of the work I do now revolves around making characters and therefore, clothing too. Some questions I just can't seem to find an answer to, need someone to point me in the right direction. 1. Should my model be a single object - I was told it's easier for the rigger this…
Hi everyone, I got a warm reaction to this piece in the WAYWO thread so wanted to provide a little more background and answers for some of the questions I've received. The final shots are from marmoset toolbag 2. The kevlar vest was a quick sculpt from a Zbrush primitive: The modelling for the glock was done in the…