Alrighty, So this is were i'm at. Sry for all the attachments I'll figure out the whole inserting image thing in a bit. These last attached images are were i'm up to. Tidbit of info, this was all done in 3Ds max, I will be bringing it into Zbrush to add some details and such. After that its texturing so gimme some stuff to…
This materials are supper awesome! I remember first time I saw all mud in Geneva and Titan and all other of them, I was amazed. You guys made outstanding work there in IW!
Hi, I'm getting this weird pattern artifact on the cylinder here, all the other pieces are fine. I've tried redoing the UVs, upscaling the texture resolution, I've re-checked the HP and LP and they look fine. Any ideas what's happening?https://drive.google.com/drive/folders/10a8zcuozRHiK_E82KO6FSh3eOQdw9ttf?usp=sharing -…
forget those minor things, this could be the best COD since years. They did a great job scanning people for all the characters. Other studios use scan data and their character models are meh... so uncanny. This feels more realistic, although of course, it has its flaws like all things in this world. I just hope to play a…
First test renders of baseplates. Too much edge wear and not enough dirt in some places. But the base is ready and it's great. Want to share one method of creating simple signs when you don't know vector graphics or don't like it. It's kinda strange and stupid, but it works. 1. Model a sign. I used Plasticity for that. It…
Looking good nice work. Yep, that happens. You almost always have to exaggerate and over state the details to get them to make it all the way through the process. It also helps to think "what if I had to render this at a lower resolution" because that happens all the time. One of the first things to get cut are the highest…
I started this project a few months back but now I have built it up a bit, felt it was worth sharing on here too. http://gameartportfoliowall.com/ Its simply just a collection of awesome game art portfolios with preview images for each one. I always struggled to keep track of all the cool portfolios I come across so made…
Some bad parts of combining assets: * Less freedom of reuse. It makes the asset more specific and less re-usable. * Usually takes more time to make, requires rebaking from source assets each time it needs to change. Imagine you baked an entire house into a single giant draw call and saw a problem with a trash can. You make…
The first thing that happened was I got stuck INSIDE the ball itself. As in, within it's collision mesh. It rolled into me, push me against a wall and somehow sucked me inside. After hitting all the buttons I could for about five minutes it decided to set me free, but it wasn't done with me. The ball's next evil plan was…
Hi everyone, Just wanted to share a project I've been working on—a stylized, modular medieval city built for Unreal Engine 5. My main goal was to achieve a vibrant, anime/Ghibli-inspired aesthetic while keeping everything extremely optimized for real-time performance. Everything is modular, from the structural pieces to…