Hello guys and girls! For my university course for this milestone I had to model the scene of this concept art: ( https://www.artstation.com/artwork/bB13o ) Here are my low poly models: The process for the low poly model was like this: Modeling the high poly model, then the low poly, making the cage, importing them into…
Hi! I've spent a lot of time creating levels in my game and i've noticed that building levels in an organic way requires a lot of repeated actions that could easily be replaced by a custom tool.. so i made one! Here is a video that sums up the main features: https://www.youtube.com/watch?v=PISribn5-y4 It's mainly aimed at…
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So first I started by modeling the walls as modular pieces, these are pretty simple. At first the shapes I did were "too straight", so I decided to add a bit more geometry and skew some verts here and there, to make it more "human" and less CG. This is a subtle effect, but I think it really has paid off for now: (sorry for…
You have classes with other students through CGMA, ranging from 10-30 from what I have seen. There's a discord server set up with private channels per classso you can chat, share progress, troubleshoot. You also are able to view every other students feedback videos so theres a lot to pick up from other peoples projects. It…
Youre on to something. I already noticed this issue during some test bakes. Ive been told that, for assets, its ok to increase the texel density of certain parts a bit as long as it doesnt affect the overall texture synergy and doesnt look out of place. (as opposed to modular environment pieces where you'd want precisely…
Took me a moment to realize you were talking about texture resolution. "TD" normaly refers to "technical director", but you seem to be using it for "texture dimensions" (or something like that) and are using commas in the middle of the numbers for some reason... Anyhow, if you're looking to keep file size down you could…
So I'm attempting this utilizing weighted normals within Blender. I've run across a use case that I'm having some difficulty working around. Essentially the issue is construction of a modular level kit where the outer edges of the mesh need to be sharp. However when implementing weighted face normals if the outer edges are…
What gsokol said. You might also want to think about how these things tile, the siding of a house might only tile horizontally, maybe you want to use thirding for it. Trims tile horizontally too, look to pack as many of these horizontally tiling things into the same map to reduce draw calls. It's one thing if you have a…
I would seriously step back from doing any type of zbrush / polish, and focus on your blockout. Spend a good day or two blocking out the shapes for the castle, get your scale right and nail down where everything needs to be. From there you can start refining your shapes alongside creating tilable and re-usable texutures.…