Hi! I am here wondering if someone more experienced could give me some advice in which steps should I take in order to start a career in video games industry as a character artist. I live in London, United Kingdom. I finished a BA in 3d animation and I want to start, but the competition is just too high. I am 34 years old,…
Hey Polycount, Releasing Quadify Ultra today, and wanted to share it here since this community has always been where serious topology conversation happens. https://youtu.be/1_7xRSyeLUc What it is Quadify Ultra is a retopology addon for Blender 5.0 with an ML routing engine. You select a mesh, hit Ctrl+Shift+Q, and it…
Wow, things do always get out of hand rather quick here. I think Gauss summed it all quite neat. It's just as important that people know which techniques and tools to use WHEN. I'd rather hire someone who told me he did that texture in PS, than someone who had modeled it in hipoly and did parts of it in ZBrush, which would…
Hello, I am still in the retopo stage (Graphite tools of 3dsmax on Zbrush model). For texturing I wanted to use polypaint in Zbrush (Spotlight tool) - which looks only nice on the hi res model. So I need to turn the polypaint into a texture, which can only be done if you have UVs on the High res model. I was thinking I…
I was making a rope and realized that there are a ton of unused polys and verts inside of the center of it. If this was say.. zBrush, I would know all the polys and verts were just on the surface. What is the best way to convert delete the unneeded stuff on the inside that is never seen without taking it to zbrush or what…
So I am trying to create a cool ghost pony with a particle system with a wind force and vortex behind it that blows upon the pony. I limited the particles life span to end just past to the pony so that it looks like there are cool wisps coming off of it. As one can see, I am using the point cloud node the way that it…
Hey guys! I created a character entirely in Zbrush. It has no UV's, needs retopology and I completely polypainted it. I was originally just doing it for fun however I decided I wanted to try to convert it into an asset that would work in a game engine to learn and explore that process. What would you guys say is the best…
Hey everyone! :) Just finished up this project created in Unreal Engine 5. This one ended up being more challenging than I initially expected, especially when it came to getting materials like snow/frost to read correctly and working with decals. That said, I learned a ton throughout the process and I’m really happy with…
"Long thin triangles" have generally been more of an issue with static objects utilizing vertex lighting, whereas objects such as these that would likely receive real-time lighting aren't as affected by this....of course this also depends on the engine. As far as your texture size, there is realistically no purpose to…
Work In Progress I didn't start with line work. I'm at the point where I start muddying things up, going over and over what is there without improving on it at all, even worsening it (for example where the center waterfall meets the cliff). 3 layers: * foreground cliff/stairs * character * bg environment (had 1 overlay and…