Hey again, Marty, I'm glad you found that useful! Well... While I'd like to say that's an abnormality, honestly that was my experience with taking a games specific course as well. I went in expecting this and worked on a lot of personal work to compensate. It's all you can really do, and a good chunk of it is just that the…
Continue blockout phase. Finally understood how to model shapes for roof details. Will refine them later, when I will be happy with my blockout (current goal is to make blockout for almost all future assets). Added some basic materials to the objects to get a better vision of future environment. However, right now they are…
Hey , this is a slightly different example but you could stop at ~ step 5. Your mesh is really more complex than the one in my example and might need additional vertex relaxation in places (like the crotch area). An alternate way that i used to do when i had no Peel Mode in Max was to simply use soft selection and move…
- Whatever way doesn't make it obvious it's repeating when there's a lot of it onscreen, little things like different rotations, slightly different scaling, etc. etc. help with this. - enough that it doesn't disappear in the distance easily, as a bonus stick to a multiple of 64 vertexes (GPUs like that but it's not really…
Thanks for your reply! I'm using triangles and quads, is it bad to use both? my vertex count is: 1244 edge count: 2553 face count: 1306 (so roughly double this for the triangles as I've got less than 20 triangles) triangle estimation ~2600 as for the pose of the character, I should probably use a T pose in future, but this…
I began by gather a ton of reference for the level. I also took a close look at the shaders used to texture the scene. This wall seems to blend 5 different materials. That is likely to be done completely through the shader. I will have to experiment with how to achieve this. I have an idea regarding vertex blending and…
Thanks for the kind words everyone. It means a lot. As you can guess, spirits are low now that things have ended, and seeing positive feedback is very heart warming. @Zitch - As you said, success is built on a mountain of mistakes... I cannot agree more. I'll definitely continue my journey, and try to bring gamers…
I think you have a fantastic start. The amount of planning and pre-production work into this is staggering. Are you the lone artist working on this? First, don't trash your high poly meshes for these bases. You can use them to add some extra detail and then bake out a normal map. That map should help smooth some of the…
Thanks for the kind words! I used what i'm referring to as offline decals, i think it goes by a couple of names, but basically Unreals defered decal system isn't robust enough to handle the decal work i'm after so i use a mesh decal set up in Maya with the UV sets and tangent normals synced to the source mesh. So in UV…
I worked on some trees recently, ended up scanning 1) the tree base with roots and ground etc. 2) tiling bark material 3) detail texture (if you need it in the shader for viewing up close) then combining the two scans on a mesh that I basically extruded upwards from the scanned, retopo'd base model. The shader blends the…