Hi Polycount ! a bit about Drifter, Superior, and the Role. https://drifter.games/ https://superior.game/ Being a Drifter doesn’t just mean being an employee; it means being part of a team, and we make sure everyone on our team is well taken care of. This means benefits like health insurance for you and your family with…
I don't mean Photoshop is better for the task . I hardly use it either but I do miss lots of convenient approaches from it. Had a silly hope Adobe would bring them to Substance. 1.Channel packing and exporting from Photoshop had been always same easy with scripting/actions . I used a script that pack layer comps into…
@Kruskebunken That turned out nicely, like the animation! How many texture sheets (and at what resolution) did you end up using? I broke out the throne asset from the Viking hall scene and fleshed it out a bit more. Tried to keep to keep it simple. Screenshot from Sketchfab viewer: Model on Sketchfab: model Textures: For…
Thanks Ned and sybrix! I can say that one day there will be an extensive video tutorial on making rocks like these :). In short, they're zbrush sculpts decimated down to fairly high poly low polys with a detail normal (no high poly low poly baking). There are really only two clusters that are doing most of the work. They…
"When you say "lock, unlock, and lock them again" you mean conform the normals and smooth them and such?" When importing/exporting i always make a pitstop in Maya precisely for this little gem. Why locking, unlocking and locking again ? because this option lets me reorganize vertices order (think rewriting) cleanup all…
I graduated from art school almost 2 years ago and I noticed some things that should have been addressed. One thing I wish they would have done was to have a proper portfolio building class. I mean have you seen how many student portfolios are full of Zbrush sculpts with no game res model? And then their title is 'Game…
First things first, welcome to polycount! I'll cut to the point and not beat around the bush. The base mesh looks pretty good except for a few areas. The paw have long fingers which really aren't the shape of wolf toes/paws, very odd. There is a weird transition in the chest where it meets the leg, it seems like the…
Here is the piece I was working on lately. A mix-up of 3ds Max hard surface modeling, Zbrush sculpting and texture painting. I am a big fan of id software's old school shooters and its art style. I especially love Quake 2's enemy design and its execution in game. Enemies in old school games tend to be more distinct and…
Good point, I have added it to the pipe line. I also know of lots of companies switching to Modo for UV creation as well as modelling. 7th Generation Pipeline for Vehicles/Assets 1. Maya/Modo/3DSmax - (model into game engine) 2. Headus UV Layout/Road Kill 3. Zbrush/Mudbox 4. XNormal 5. Mari, dDo, NDo, 6. Photoshop 7. Clean…
The slightly brighter bike in your second render is a huge step from the first top reel. However the rest of the environment really fall short. The texture looks really blurry, the dark lighting prevents us from seeing anything. What people want to see in hard surface reel and environment reel is quite different. I think…