Hello, I am looking for information on how to extract models from rdr2, does anyone know how this is done and in which files the story character models are stored?
Hi and Happy New Year everyone! I'm trying to figure out the best approach to plan out the textures and material blending for this environment. The purpose of this project is to refamiliarize myself with the environment production pipeline. Here's the main ref for the environment: Here's a doodle of how I've been tackling…
Looks great but something about him comes off as a batman that is impersonating batman. (Like the batmen from the Dark Knight that b-man says "I'm not wearing hockey pads") I think it's the standard belt and buckle that makes it feel low tech and not like he's official. I still like it, maybe that is what you're going for,…
Finished Entries Crown of the Myst by mihalceanu Helmet of Nocturnal Liquidator by MugenMcFugen Ethereal Witch's Hat by Sylei Helm of the Fallen by RNGesus.is.Love Hallowed Helm of Avernus by Markovnikov Pudgestein by danpaz3d Helm of Fear by Hawf Rocket Maniac Helm by madShock and Rocket and Andumy True Form of Chaos by…
"How do I make models for TF2 items?" Wow. The first time reading this type of question here... Anyways, Greetings newling, welcome to Polycount. If you wish to learn how to create model please do so by googling "how to model in Maya, XSI soft image, 3ds max, etc" You may need to learn how to draw a concept art for the…
Hi all. I dont suppose anyone has any thoughts on creating nice sky environments do they? I'm not talking about "how to make a nice skybox". I mean as in environments in a game where they are primarily set in the sky. I'm thinking something like this concept from Gabriel Villatte from the series "skyland". Essentially a…
So you know how to model something but have the feeling that the way you are doing it is way to laborious / time consuming and that there has to be a quicker way of doing it? Than this is the thread for you! This is not intended for questions like "How Can I Model This", it is for questions like "How Do I Model This…
This looks really great! :D Awesome details, I instantly thought "Rapture! Bioshock!" B) Bioshock 1 has this very unique and iconic art theme, I have always liked it. How did you texture it? In substance painter?
20m seems way excessive to me. How does it work in the viewport for an animator who is trying to animate a specific shot? Can they get interactive feedback and quick playblasts of their work as they refine it? Also how does this complexity affect loading and saving times? Rendering times? CPU and RAM usage? All of these…