Hey all. I just finished putting together the first prototype for a Hoverbike Racing Game that I'm building in UE4. I intend to try to secure funding from a publisher over the next few months, and I'm looking for a concept artist who would be interesting in contributing some concepts to help flesh out the presentation. I…
Ah, a coincidence I checked polycount before I went to sleep, and np :) I take it you mean the Texture Face panel and its options? See the top-right corner of this panel, the small button copy. This copies settings of the active face to all selected faces. The active face is the one that's shaded a bit differently than the…
Hello everyone! I cannot figure out the issue with polygon edges being seen on the low poly after baking. Here's the high poly and low poly models (Blender). These are the seams and sharp edges that I have now: Once the baking is done (Substance Painter) and a simple layer (just a color or a variation with roughness…
Hi everyone, I'm between projects at the moment and thought it would be nice to return to my hand painting roots. I wanted to focus more on adding a little something something to the given concept, so I gave the mailbox a tail (like a mailbox flag) and tried to add more to the environment with plants that are also in the…
just got back from the vancouver night of the tour. mainly showing workflow between xsi and zbrush, along with a zbrush demo by one of the pixelogic guys and then a demonstration of softimage face robot. first some tid bits concerning version 2.5 of zbrush. - masks working in projection master - up to about 20 million…
- Is there a way to mirror UV's across a XY/YZ/XZ plane, like the symmetry modifier? For example Let's say I have a 6 sided die, with each face of the die being composed of 10 polys. Let's say I organize the UV's on the 1 face. Is there any ways I can have max auto organize the polys on the face across from it (the 6 face,…
the face is not looking hawt... and it's not a problem that the face isn't looking hawt as much as it is a problem that people post misguiding advice/statements... if it's David - -The nose is too wide from the front and not coming off of his face enough -the eyes are too small and too far apart -the mouth is shaped wrong…
Here's the big ass post: From the beginning: When you make a model for a game, it's necessarily lower in detail than the actual object in real life, due to limitations in real-time render speeds. For example, a barrel might have 24 sides in a game. If the game model were lit in a completely accurate manner (flat shading),…
You concentrate too much on little things. 50% of the likeness is proportions and the next 25 is big shapes. If you nail them, the start of the likeness will be there, even if there are no details at all. Start by analyzing proportions and sculpting out all bones of the face so you could place them correctly. You need to…
https://www.artstation.com/artwork/BX9Lql Hi, I'm currently a 3D student and passionate about real-time 3D modeling. I wanted to share with you my most recent vehicle modeling project. I hope you like it! I would greatly appreciate any feedback you can provide. Thank you! I render in UE5…