I'm in the progress of making what is essentially a modular character set to sell on a game dev resource store (multiple ones). But I have some questions on what might be prefered. Here's the concept: A Male/Female set based on one body type of that gender (Athletic, Slender, Chubby, Muscular) with a range of clothing…
So I have been doing some searching around polycount on some tips on how to do Arches On the grid for UDK. Basically this is just some block out that I have done, Is my approach to this (asside from the glaring problems such and no vertical sub-ds) solid or where do I need to look. Basically just looking for pointers…
Start of a wall set I am modeling for an environment in UDK. This is looking pretty plain, and was wondering if anyone had any ideas of how to spruce this thing up a bit, or if there are any parts that I should get rid of or replace? Thanks for your time everyone!
Sounds interesting. Really not enough to critique yet....the sketch will help a lot. I'm doing some research on modular asset creation as well, so I'll be keeping a close eye on this thread to see how you do some things.
Hi, I bring a job I've done recently. A scene from the interior of a sci-fi dining room. I hope you like it! More here: https://www.artstation.com/artwork/wQd5X
[Closed] Project Overview:
I am seeking a freelance technical artist or character rigger to port a comprehensive suite of assets from X-COM 2 (UE3.5) to the Daz Genesis 8 (Male & Female) platform. All source .upk files are extracted and ready for conversion. Scope of Work: * Modular Armor Sets: Tiers 1, 2, and 3. Must be…
overall what i am trying to do is make a lowish poly arena, modular if possible with the above as the texture. or am i asking too much this way? should i jut be trying to make a texture rahtner than zbrush and max etc?