Some great concepts! I really dig the stylized environment piece. Here is my blockout. I used fspy to match the perspective in Blender. Next step is to plan out my trims. Not sure how I'm going to tackle the muddy dirty ground yet. Tips are appreciated! Good luck everyone!
Hello everyone, I’m a beginner C++ programmer and Unreal Engine user looking for a project I could believe in and in which to hone our skills together. To put this in perspective, I’ve tried this as an hobby in the past but it never panned out, so that little skills I might have acquired then is now long gone and…
Thanks a lot for the detailed feedback, I really appreciate it. @Peyd3d =) You’re absolutely right about the shading issues. I’ve gone over the meshes several times and addressed a number of those areas already. Some of the round and beveled assets were causing issues, so I’ve increased the geometry there to improve the…
I have tried to do some lighting for my game cinematic shot 01. I made 2 variations for this, one without rim light and one with rim light. Any feedback is appreciated! Colour Script by my Concept Artist Ong Nanxi:
A mix of both of them.I have this problem, unless I split the normals (In blender I mark the edges as sharp), the tangents of the normals become very visible. I've tried using weighted normals modifier but I can't make it work
An absolute monster of an off-road rally high performance twincharged all wheel drive masterpiece fabricated by one of Italy's iconic marques, leaving an indelible impression on those who had witnessed it's racing prowess whilst piloted by equally incredible drivers, way back in the day. Was really supposed to be just a…
Hey! This is indeed a useful skill, and we do have lots of resources to help explain it (and many experienced artists here who do it!). An atlas is one way to do this kind of workflow, where all the UVs are contained within the 0,1 uv space. You can mirror and stack UVs to reuse space, for example to UV both left and right…
Hi everyone. I wanted to do a practice piece so I'm trying to model a wheely bin. It isn't glamourous in the slightest, but as it is moulded out of one piece I figured it would make for a challenge. I recently learned about sub-D corner topology so wanted to practice this too. I would imagine this as a film asset, but…
Thanks for the feedback and the great references, really appreciate it. @Eric Chadwick =) You’re right about the mid-level shapes feeling a bit blobby, I went back in and focused on cleaning up the forms, defining planes more clearly, and adding sharper breaks between layers. Also pushed the silhouettes a bit more and…
Hi @Eric Chadwick. I have tried to re-do the uv's the way you suggested and this is what I've got. In one hand it does look better and the white curved ribs are a bit more emphasised but in the other hand my texel density is all over the place and due to the stretching towards the bottom of the ribs the spacing in between…