I'm a student learning 3d modeling for games in Korea, particularly for environment assets. I've learned that it's good to combine multiple objects and unwrap them into one uv map whenever possible, for optimization and to control consistent texel density, rather then creating uv maps per object. For example, like…
What are the best places to get textures for your game assets? Does anybody use textures images from photos anymore or is it mostly substance painter and photogrammetry these days? What about retro style ps1 graphics? I miss when texture.com was free and now requires a subscription to get textures.
Hey everyone! Thanks in advance for your help. Doing my first photogrammetry scan of a rock. What if my control points do not capture all camera angles? Do I have to keep adding more control points until it encapsulates every jpg and mask? I have a total of 110 images for top and bottom. Only about 20 of the images are…
Hi! I’m developing a small, win 95/retro styled VR mini-game collection called “Clownbytes VR Party”. The project includes 3 mini games: • bowling • shooting gallery • party-style VR interactions I’ve already created most of the 3D assets and gameplay concepts. I’m looking for a programmer experienced with Unity to help…
The black outlines make me think of Borderlands a bit. you could push the style a bit towards that and texture in some comic style ink, would be neat. Either way, its looking cool!
Hey everyone I’m sharing some of my past 3D avatar work I focus on creating stylized characters for VR platforms with attention to clean topology performance and visual quality Feedback is always welcome Contact me on DISCORD
Okay, so I've come across an issue with Subtance Painter and Toolbag 5. I recently purchased Substance Painter 2025 Steam addition and now most of the time when re-loading Toolbag 5 textures (I'm using Toolbag 5 for rendering) the application freezes. I can't use task manager to close and reset I have to do a hard…
Hello ! No problem. Models from high profile games from this era (PS3/360) are IMHO excellent examples of what can be done with a reasonnable budget. Not only in terms of raw numbers (tris # and texture sizes) but also because they're good reality checks on what matters and where to cleverly cut corners, in turn giving you…