handplane has been released and support has been moved to this thread: http://www.polycount.com/forum/showthread.php?t=116899 Hi Polycounters, handplane is a new tool being developed by Luke Hodorwicz and myself with the goal of solving tangent basis mismatch issues across multiple game engines. We are currently at an…
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Hey i have tried to model the devil you know hand cannon from destiny. it is my first model made without a tut. so i hope you guys like it and will come with some critics. thx The Highpoly model of the gun around 3milion poly Lowpoly model with wireframes. i found out later that the lowpoly was'nt optimal because of some…
Crysis 3 is out and looking good, finally time to show some stuff! I worked on C3 as a Senior Character Artist.. This is only the first batch of pictures, expect more soon! INGAME MODELS RENDERED IN CRYENGINE Nanosuit MP: Design: Timur Mutsaev Highpoly: Dima Gait (95%), Manuel Virks Lowpoly, Textures, Materials: Manuel…
I'm not sure what I'm doing wrong. My workflow is exporting a highpoly fbx from Zbrush of a full character I'm working on, and exporting a lowpoly fbx from Maya with the same subtools (all matching names with _HP and _LP as suffixes). Loading the lowpoly into SP works fine, but once I try to bake using the highpoly fbx I…
I recently started posting breakdowns of my work over the last couple of years. Will continue to update this thread as I finish new ones. Farlands - Day and Night Cycle Blog post: https://www.artstation.com/tylerwalters/blog/wrVp/farlands-day-and-night-cycle https://vimeo.com/297425338 Farlands - Skybox Blog…
Hi all, I was wondering if its possible to create a tileable texture in zbrush without needing a tileable mesh. To clarify, I already have a lowpoly building modeled out and I want to create a tileable texture for things like the roof and wood panels. Can I just create the highpoly mesh and bake out the detail (AO, spec,…
Oh, I'm actually not using a cage right now at all. That's most likely the source of my problems. Think it's the first time I've ever really needed one . I looked it up and most people recommend grabbing the original mesh and moving the vertices along their normals to create the cage. Unfortunately the results weren't…
Your approach for the low poly is not ideal. You could easily get the polycount down to 3k tris with some basic optimization. The lowpoly is also not designed in a way that will bake well. The bars could probably be flat and simply baked on for the lowpoly, OR you could model the bars onto the glass body, but still have it…
She turned out really good and thanks for sharing the amazing breakdown. Just wondering about making each scale a separate lowpoly. Why are you doing it? I can see the benefit on the silhouette, but is it not taking up a lot of UV space and tri-count to have the lowpoly as you have it now? And also how do you make sure it…