Hey Guys! I’m Victor Ullmann and I’m an environment artist from Curitiba, Brazil. I'm a huge fan of old sci-fi movies like Alien, 2001: A Space Odyssey, Star Wars, etc. (I think almost everybody here sticks with me ahahhahah) and I want to improve my 3D modeling skills so I think a Sci-fi theme is a great opportunity to…
...as in a Submarine. I had an idea for a UE Master Material for vehicle panels, which became rubber tiles, which became a whole submarine. Possibly because I've been getting back into the Ace Combat franchise, and big floating/flying things are cool. I'll be updating this post on AS up until it's finished with (in one way…
Hello to all big and small polycounters!) I'm sorry for my english. I'm learning English as well as 3d modeling. I don't know a lot of people who works in game dev industry, so I've decided to ask here. I make a ChamferZone tutorial and try to do my best of it. The finish render wich was made by instructor (Tim Bergholz)…
1. Don't have concept art in your portfolio. Focus on real time 3D environment art if that is your goal. Getting a job in that field is based on your real time skills. 2. Same applies here. Trim down your portfolio to what is essential (for AAA at least. if you want to go to a very small studio/indie studio, you can still…
Sooo since I last made an update I've been to Montreal for a week, then a couple of weeks of rest and ME3 as well as trips to Gothenburg. But now I'm back on it. Tried to do a night-scene of it, I'll create the finished day-version as well and then I'll call it done and do a quick breakdown for you guys.
Yes, when it's necessary. Like Crack said, giving unique space to every UV shell can waste a lot of pixels, cause you to use big textures to get a decent texel density and all of that unique detail might not be required. If you give everything it's own unique space and are dogmatic about texel density you're going to have…
Looks cool! That top down shot reminds me of the prerendered backgrounds you used to see in games back in the day. I think you have some scale issues going on here, mostly with the door. Here are some typical door dimensions based on some random Googling I did: And here's a guy in your shop, assuming your door is standard…
So I tried this tool today, capturing Starcraft 2. Now the normalmaps that it creates are just partly correct. The ground textures seem allright but for other objects some of the RGB channels are blank. Any thoughts on this, maybe sollutuions? EDIT: I am sorry if that whole 3D tripping storry is a nono on PC D: Feel free…
You know I had that idea as well before: But I haven't touched yet that idea in terms of scripting, I guess it would require some kind of edge to edge collision detection which can be rather CPU intense because of the many loop I would have to process (edge against all other edges). But certainly possible. Also this way…
Hey there! I'm kinda new to SD (and to this cool forum!) and I'm trying to create color variation for a simple tile texture. the logic is that I want the user to pick how many color he want to have, and add weight sliders per every color. here is an example for hard coded one with some histogram select: The issue here is…