If you feel you are not good enough to join our team, dont be. Everyone on our team is new to game development and our title NOVAKIN is a great way to get your foot in the door. Contact us at donald.leatherwood@battleoverride.com Hello Polycount Community! Battle Override studios are looking for a knowledgeable and…
Weapons in gaming are a tricky thing to get right. A constant companion, we grow attached to our instruments of combat, and rightfully so. However, no matter how fantastic the design or how big the BOOM is, its the details which truly define a weapons character and bring it to life. The way the light catches every nick…
wanted to chime in once again a big thank you for Eric for keeping this place alive ! i also agree that people are fed up with micro bubbles of discords\reddits\art communities and seeing the true potential of Polycount and other forums. Thanks man and everyone here involved. When i teach i keep sending people to the…
ok just wrote this up for someone on cgtalk... thought it might be helpfull for someone, feel free to piont out any mistakes and ill correct them UNWRAPING WITH SIM CLOTH! PART1 1 Make a box bellow your model 2 WHILE THE BOX IS STILL HIGHLIGHTED! click "create rigid body collection" in the reactor dock (should be on the…
Aha no wonder I couldn't do it, I was trying to make it one piece of geometry, welded verts and all. I was thinking all along 'I'm sure this isn't even possible'. Now it is clear, and it was so obvious I completely missed it! Thanks Eric. Just to be sure, I'm guessing the quad is UV'd before copying and the new tri is…
Hi again! To finish this WIP I’m going to give you some tips about how I did the Battle video... In order to make the clip, besides the characters, I needed some epic music and the right scenario. For the music I used segment from a compilation of epic music called “Epic Music Soundtracks – Battle Music” For the scenario I…
In this context I'd absolutely encourage investigating ways to reduce tiling with small textures as Eric suggests. learning these techniques pays off in all sorts of ways (i recommend mocking it up in photoshop/designer, then figuring out the maths later btw). but That particular example.. not sure I'd recommend it…
This is Tranq Sniper Rifle from deathstranding2. Basically I got lots of fusion360 modeling experience but this is my first attempt of rendering with Blender to get a clean pic. I've tried my best but I guess I will need others critique to improve. So I hope you can give me some advice, truly appreciate.
Thanks for the tips @Eric Chadwick! I originally had the stones as tileables but wanted to get a seamless transition between the sidewalk slabs and stones. 100% agree though that I lose alot of variation using the tileable. The point of vertex painting was nice. Perhaps I could do that for the slab/cobblestone transitions…