Hey guys, I am new to here and I have been told great things about polycount so I am glad to finally be active here. I am working on a scene for fun and up until this point I have made tons of interior and 1/2 story buildings, but I am working on something different. I am working on a city scene with tall skyscraper…
Hello I recently dicoverd that you can use Trim Shet to build big Modular Pieces and save a lot of Texture Space. Now after some Research I´ve come to understand how to use these sheets but not exatly how to make them. I have already finshed all the parts I need to create my Trimm sheet (Patterms Materials etc.), but I am…
So Im starting to dabble more into environmental artwork now I decided to work on a modular urban scene , my goal is to be efficient with both my modeling and texture use and have it in unreal ready. Im having a bit of a annoying time recreating this particular view...and I had to find refs of these kinds of houses Via…
At this point I got a bit burned out on making and unwrapping the wooden pieces for the shrine so I moved onto the trenches themselves and did some research how actual trenches looked like Based on the concepts, most of the Trench Crusade trenches are a little bit more ramshackle with more wooden pieces rather than metal…
Yes, I'm back with another one of these. I didn't finish my last handpainted one sadly, but I'm a big fan of this genre and really want a nice portfolio piece. Pulling what I learned from the arenanet art test and applying it here (but without low poly limits :D ) My main source of reference will be this building here:…
So I'm attempting to implement face weighted normals within Blender on a basic modular level kit. http://polycount.com/discussion/154664/a-short-explanation-about-custom-vertex-normals-tutorial/p1 https://www.reddit.com/r/starcitizen/comments/3ogi3o/im_an_tech_artist_in_the_industry_and_id_love_to/ That post seems to be a…
Hey guys, I had to jump off my ork trukk project for a while to do an environment project for a uni deadline, it's been a bit of a rush job and I won't have it finished for hand in, but I'll come back to it afterwards anyway. Can't show it in too much glory yet as the diffuse and specular are plain grey as placeholder. The…
I'm making a model of real world track and I'm having problem with modeling railing. I made one segment of railing, like this: Model by itself is great and could be bended at several angles to create modular set. But this track that I'm making is not flat and straight at all and making railing using modular set is just not…
====Day2 progress==== * I started refining the mesh of dress, didnt know how to tackle this at first with how dynamesh reacts with small areas at low resolutions so I ended up making it as 2 separate subtools (front+back / sides) then merging after im done playing with general silhouette, I also lifted the side parts up to…
Okay, this post will talk about next big iteration for the level design. The previous design was probably fine, however I have plenty of time before my first deadline and I think there are some major improvements that can be made both artistically and for gameplay. Level blockout update In previous post I mentioned that I…