Hi all, So I've been wanting to know the best way to optimize texel size for characters. My goal is to create a realistic game character and I have an issue here where on Unwrap, the texel size across the face looks clean except for around the nose area. I've tried two things seperately: Smoothing and Soft selection. With…
Very cool! I love the palette you have going on here. Buildings look great, too. I think the shape of the water might need a bit of a push. Right now it feels a bit flat to me, which makes the vortex seem a bit odd. It doesn't really affect the water around it like you'd think I might try sloping the water inwards towards…
Hello polycounters This project is essentially a remake version of an old work in progress portfolio piece https://polycount.com/discussion/172443/abandoned-flooded-mall-ue4#latest I could not figure out how to complete it at the time. I feel it is an interesting concept and design so I'm remaking it. The project is based…
Available on Marketplace Sci fi corridor FC5 built in the theme of cyberpunk/sci fi style. This product provides next gen, highly customizable assets perfect for developing environments for sci fi projects. Included props and blueprint animated doors. Customize PBR values, colors, detail normals and base textures to…
Hello all, I am currently working on a project for a course I am in. I would love any feedback on this as I progress through the end of the month. This is my first piece using Trim Sheets, I have never used the workflow before. Everything except the rocks uses the trim. I plan to add more variation to the trim sheets and…
So I've started a personal project of sculpted, Naughty Dog type, tileable textures. The goal for the moment is to get a stronger handle on environment texture sculpting and realistic material definition while building up a texture library. After I've got a few more that fit together I'll probably start building modular…
Hey guys, I'm trying to set up my latest model in Unreal3 via the Gears1 editor. Problem is I never touched lighting in Unreal, being a modeler. At first i was having the problem that the fake subsurface effect i gave the shader was not remaining after building lights. Using a spot light seems to have fixed that for now...…
One of my quirrels of working with max vs xsi, is that everytime I need to access and objects say verts, im required to select and "move" down through modifer stacks thats above my editablePoly. If I exit say vertex mode, deselect and reselect object, im again at the top of the stack. Ofcause I could just make a editPoly…
Hi, I'm not very experienced with modelling and ran into a problem. Most of the time I can find fixes but this time I'm just clueless on what the issue is. I threw a quick physical sun and sky into the scene to check how my creature would look shaded and all of the shadows look off. I marked some of the spots on the second…
I finally have some free time to learn Modo, and with the recent release of Modo 701 and that recent vertex normal script, I think this is the perfect time. I am watching a video tutorial at the moment but it doesn't cover a lot of Maya specific things that I like. Question time! 1)I got Modo setup to navigate and control…