The artist will create only one section of the helmet. Then make UVs for it. Then duplicate those UV'd triangles to make the whole helmet. The duplicated sections of the helmet all use the same initial UV space. So then when you paint the single helmet-section of texture, it shows across the whole helmet. You can try this…
Hello, @seanwink You’re actually hitting 3 separate problems at once, and they all come from how Unity’s Terrain system expects trees to be set up. See below details 1. Tree sideways In Blender: Ctrl + A → Apply Rotation & Scale Rotate X = -90° OR fix in Unity using a parent prefab 2. Tree half underground Set tree base…
Awesome resources Rogelio! I'd say, as a for fun artist that's also a graphics programmer, that it's not even totally necessary to use the Macbeth chart. Heck mostly I'd say you use that while taking reference photos yourself so you can check colors and help eliminate environmental lighting. You can still do handpainted…
Hi everyone, I wanted to introduce myself and also share a project I’m currently working on. I’m Dan , a self-taught hard surface 3D artist, and over time I’ve mainly focused on modeling props for games. Most of my experience comes from the more traditional low poly / high poly / bake workflow, especially for smaller…
I hope this thread is alright, it's something that's been weighing on me for a long time and I was hoping I might be able to find some advice here. (Also I hope this is the right place, I was stuck between General Discussion and this one.) It's kind of heavy and personal but gosh dang it I'll just jump right in before I…
CP:Incursion is looking for artists to come and work on our newest level, Streets! Profile ____________________________________________ Name: Streets Status: In progress Location: Munich (Central) - Germany Scenario: Intelligence has reported a group of well trained Mercenary's have been hired to do a bombing attack in…
We all know that AOL sucks, which is a shame since thier customer service is so incredible: http://www.insignificantthoughts.com/files/aolcancellationeditfinal.mp3
Hi all In ZBrush you can do alt+click for changing the subtool selection Is there a way to do the same in Max with objects? Even you are in subobject Level :\ ideas? thx!
Hey y'all, It's been a while since I've been on the internets, sharing my stuff. I've been working hard on a game called The Fall, and wanted to share some of the artwork I've been doing here. This is also friendly project promotion - I'm trying to get the word out on my Kickstarter campaign by sharing useful stuff, as…
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…