At a glance, wondering if the OP had posted the wrong image given their context for this thread is game asset modeling practice so perhaps high poly version? Also this object is contiguous (one piece as in real life) lvl 1 sub surf/divided mesh hence imagine that the initial sketched low poly base topology would be fine.
Merging only combines subtools to a single subtool/tool. They are still non-contiguous meshes. you would have to dynamesh them to continuously scult across them. or the recently released zplugin ZsceneManager allows you to sculpt across non-contiguous meshes.
Hi all! This is my first post on Ploy-Count, Thanks for looking! I could really use some help! I've run into this problem a few times. This is probably my most tedious case. (this isn't even all the splines!) I have all these splines drawn on X,Z axis. now it's time to move them on Y. They will sort of 'weave' in front and…
We’ve just launched the Open Applications page on the official Project Rialto website. As we continue building our upcoming historical indie game set in Renaissance Venice, we’re opening the door to talented developers, artists, designers, and collaborators who want to be part of something ambitious and meaningful from the…
For the texturing part, I was taking inspiration from an 80lv tutorial by Alice Hu, who was designing a stylized hand painted-textured Pokedex, which was similar to the style that I was going for and also created by the same concept artist. I knew I would be using Unreal for the final render because I needed to add the…
I've been following a new Zbrush tutorial and am enjoying it quite a bit. I am pretty happy with how it's coming so far and am looking forward to continuing it.
We’re currently looking for three dedicated 3D Artists, each specializing in one of the following disciplines: * Character Modeling Artist * Environment Modeling Artist * VFX Artist This is a volunteer opportunity for beginner to mid-level artists who want to gain real game development experience while focusing strictly on…
Looks like a great start! The texel density seems to be a bit inconsistent (maybe exacerbated by the perspective). The top of the table might be justified if you know for sure you'll stick with the softer marble texture or if it will be covered by a table cloth (doesn't seem like it in the concept, though) but maybe you…
What do we need? We are looking to have the initial proof of concept demo of Epoch out by October 31st. The project has been in production since early April with a team of 25. As we want this demo to be of a quality to gain funding and continued production, we are looking to bring in more team members in every aspect of…
general rule I follow, less is more. Auto UV generation kinda works best with real time lighting, if you are doing full baked environments its a different story. UE4 do thread based storing of lightmaps last I checked so its more prone to baked artifacts in situation where you have two planes side by side with lightmap UV…