Hello everyone. First post on Polycount, I've been a follower for some time now. First challenge I pushed myself towards completing and quite possibly first piece completed ever without giving it the usual treatment of "saving and forgetting about it". With this one playing around with berzier curves for the wires and…
Hello everyone! I´m making my game called Tomorrow, and when I´ve started to make some models I found a problem. How I will deal with high poly zippers? I need a low poly count meshes, but i need the information to get a good realism. So here is the solution. I´ve breakdown the default Zipper IMM in 2 parts, the handle and…
also: do spill the beans on your technique someday theres some ever-so-slightly wibbly lines in there which imply a lot of hand-sculpting but its a pain in the tits to do those shapes by hand to that degree, isn't it? its probably one of those, 'that looks like hard work whats the secret' questions, where the answer is…
well for my spare time stuff , optimisation is not 'too' much of a a concern. I think my korean scene has about 300 materials. But my current setup still handles it quite well after I did a bunch of tweaks on the settings. I do use renderman sometimes which is much slowers then cycles, so it will be nice to see how the new…
Hello, I am an indie game developer working on a first-person 3D narrative game (mid-poly, atmospheric/stylized — not photorealistic) built in Unity 6 URP. The game spans five distinct environments ranging from warm domestic interiors to cold institutional facilities to overcast outdoor settings. The same room geometry is…
There's a lot I think should be changed in this scene. First, if the pink leaves are walling into the water some of them should also be on the rock. The tree itself doesn't look properly rooted into the rock face, like it's just sitting on top instead of dug in. The grass (?) coming off the top of the rock walls don't look…
Another update for this week :) All images below are directly from Unreal Engine. Over the last couple of days I’ve been focusing heavily on refining details throughout the environment, especially terrain variation, material breakup, and overall cohesion. I’ve also been adjusting the horizon and surrounding landscape to…
I'm new to PBR, wanting to explore that so am considering scrapping hand painting for photo real. Am I missing something with this way of thinking? Anyone know if I can still make this hand painted look work with PBR? edit : Funny. Just as I was writing that I was listening to the GameDev podcast special about PBR and they…
Weapons in gaming are a tricky thing to get right. A constant companion, we grow attached to our instruments of combat, and rightfully so. However, no matter how fantastic the design or how big the BOOM is, its the details which truly define a weapons character and bring it to life. The way the light catches every nick…
This is awesome! How do you like hand painting in mudbox? So far during my attempts have felt odd as the painting seems very hard for low res geometry as oppose to higher. It feels very surface based instead of texture based when hand painting. Projection system works great though! I really can't wait to see more!