Im making a building that's going to be using multiple materials, concrete for the ground, metal for the door handles, wood for the walls etc. What is the best and most optimized approach to do this? Do I use one material that contains multiple material functions? Assign material elements slots to the mesh? Or a mix of…
You know what? for the longest time i was worried about being original, and I'm happy to say that I'm finally over that stupid bullshit. if i was texturing a model, i didnt' want to incorporate cool things i saw from other pieces because i was just.. taking them. i thought that somehow, new ideas had to come down,…
Oh man I came on here to look at the outlook and saw this thread, I am absolutely starting to consider working in a coffee shop or something like that just so I can pay the bills. I've been through hundreds of apps in the last year, I've had recruiters drop me after the 3rd stage interview several times and I'm starting to…
Whats the best way to rig pauldrons, and in my case in particular, theres an extra layer on top of the pauldrons. Should I make an extra bone for for the pauldrons? What should I parent it too? This is for real time Ue4 if that changes anything.
While looking at that old post, I see all pictures vanished. So I finally add the sketchfab I did for that obelisk... model ------------------------------------------------------------------- Hi, Just a small Obelisk I wanted to make in 3D. The original concept is from a miniature by James Wappel... Any critics welcome...
The one you are more comfortable with will usually be the best option. Of course that doesn't mean you should stick to XYZ shitty workflow and never branch out but... The time it takes to ramp up in another persons/studios preferred app will easily eclipse the time it takes to just bust out the model in something you're…
If there's one thing game artists love, it's a medieval street scene.. I might do a modular sci-fi corridor next ;) Anyway, this is just at the blocking out stage right now. Want to fill it with lots of juicy details by the end. If anyone has any crit feel free to chime in!
Hi, I'm interested in nature scenes and this week I tried to make a rusted watering can in an old garden. I'm pretty satisfied with how it looks but I was wondering what I could change or improve on. Any tips/critiques would be greatly appreciated.
Hi! Looks like a cool project! I think proportions/anatomy don't quite match up with the concept and the stylization falls short in areas in terms of boldness (hard-surface parts) and definition/sharpness (folds). I recommend breaking down/ inspecting the concept in an image editor to get a better understanding what…
There was a thread about the blending of the meshes with the terrain, but I don't think anything really came out of it other than it just being special Frostbite magic. You can achieve a similar affect in Unreal with the Pixel Depth Offset and the DitherTemporalAA node, although that's just a soft blend with whatever the…