Hi, I have made a tiling stone ground texture that looks like this (my first try) when I add the texture in Unity3D it does not look that good when it tiles, I don't know how to make it better, if you check games like Heroes of the storm, their ground texture does not look so repeated as mine does, how do I achieve this…
WaterWorld Cinematic Update Mee's Room Final Desgin Mee's Room Final Design - inspired by Overwatch <3 Her room is actually a refurbished train car from old eras 'n her bed is a bath tub, decorated by photos and things of the previous ares undersea *^^* WaterWorld is our internal cinematic project, check out the full…
I think the presentations of those pieces are pretty poor as well. More images, less sketchfab. 2-3 screenshot each piece, with wireframe, maybe also with texture sheet. Thumbnails are bad. Don't just show 1 Fox from a side view with poor lighting. Put in a few foxes. Maybe 2 grown foxes and a smaller one standing close…
I must be doing something obviously wrong, cant believe it's this hard. I have Object 1 (many elements) with Material 1 applied to it, then I have Object 2 (many elements) with Material 2 applied to it...all good. It falls apart when I detach some element off of Object 1 and attach it to Object 2. I'll export that as an…
Hey guys, Simple question : how can I increase the quality of my maya fluid rendering (smoke) with maya hardware 2.0. ? When I render, the fluid is all pixelated. Even if I increase the résolution, it stays like that. Are there options I missed somewhere ? Thanks ! Here's a screen (should be smoke lol) :
Hi Polycount! I’m a 3D artist with over 8 years of experience in 3d design, metaverse, and mobile games. I’m recently aiming for 3A studio roles (e.g., 3D Concept Artist, Environment Artist) and have spent a year refining my portfolio, but got feedback it’s “too broad.” My portfolio includes:- Manga style game demo-…
Thanks for the support folks! I did a little more polishing, and I'm calling it done. I'm still not 100% happy with it, but I don't think it's bad work. Sidenote: Sorry for the crunchy gif. I guess no webm or iframe support on polycount? Static image below the cut:
Hi All, So I've recently tried my hand at 3D modelling and I'm not happy with my results so I've decided to seek out someone who is better than myself. A little run down, it's a video game I'm making and I require an enviornment to be made (Which can probably be reused in each level) and a character that the player…
"split smoothing groups" = make hard edges, by splitting the vertex normals. http://wiki.polycount.com/wiki/Normal_Map_Modeling#Smoothing_Groups_.26_Hard_Edges You could also use Face Weighted Normals, where the model has bevels. http://wiki.polycount.com/wiki/Face_weighted_normals Generally you want to avoid shading…