Hello everyone, This is my latest level. The use of unreal 4 produced: the old train factory unreal4 of the indirect light to make me benefit a lot: I use a dynamic main light source, and added a number of light, as a supplement Preparatory work calls for a certain period of time: the layout of the module and the overall…
Hello all! I am an aspiring environment artist hoping to land that all desirable studio position, but I have a slight problem, no portfolio. So I felt coming to you, the great Polycount community, to help me would be super beneficial. I will be posting some asset breakdowns and general portfolio goodness with the hopes of…
Hi all, I am making modular environment and have gone through every tip, help and tutorial available. The method i have chosen and seems more effective is making texture sheet first and than re using that texture in effective & creative way for making meshes. However i am finding it hard to make AO from my line work using…
zephiris your layout totally is made for your tablet placement and i guess beeing right handed, the whole issue will be totally different with another tablet placement and/or beeing lefthanded - the latest intuos layout is symmetrical for a reason (even thought its not symmetrical internally and a lefty has to work with a…
Keep on making money and then working on your portfolio in the free time, I did the same myself for 3 years before landing a job, it's hard but that's why you have kept at it for 3 years and will keep going until one get's a job. That was one of my main motivations that it would be fucking stupid giving up after so many…
Here is an example showing the use of an alternate UV layout (which has its downsides as you'll notice that it does introduce the aforementioned distortion), and also showing how one can convert a texture from one UV layout to the other using Xnormal. Note that most 3d programs will let you do that internally, by baking…
Your problem is likely unrelated to Substance Painter, but your mesh/uvs, which have a number of problems: 1. Your UV layout is very inefficient, there is lots of wasted space on the layout and far too many UV seams which results in many disconnected islands. Try to reduce the amount of uv splits and islands 2. Your low…
@Duncan, this is super sweet, I am in love with the idea and I definitely think you should do mega gnar as well as mini. Regarding making the mega form, I read the Q&A. They said that it is the same specs as the character, no hard limits, just optimize as much as possible. So you can make a second uv layout for the second…
I forgot to mess with the original reason I made this post but I looked up tutorials on Light Maps for UDK and didn't know they had to be spaced out on the UV Layout "such a distance apart". I have two UV sets, and the map is modular so I'm gonna go through each piece and tweak the UV channel layout and re-import. The…
Thanks for the crits everyone! I am definitely making note of them. I will give the phone more polys as that has been bugging me for a while too! I feel the Ancestral Tomb is my weakest piece and definitely needs a better breakdown. The reason I didn't feature the boat is because it needs a little more work. I have…