could someone in their spare time make something similar to the image below just so i can see what different and better ways there is to create something thats going to be up close. ive used vray and 3ds max with vray displacement map and bump map along with reflection map. here is a reference image here is my attempt
Hey guys pretty new hear. Posted before with little response, oh well. second time around. So im working on game assets. this van was created from a original van but not ment to be a exact replica. if I could get any feedback from developers in regards to shape and design. I know textures need some work so in regards to…
So this is something I've been struggling with at work. Whether it be the arch of a headboard isn't as smooth as the reference, the spacing in-between parts of the model are too wide/small compared to the reference. This part isn't as thick/thin. You get the idea. What are so tips you have that help you always nail…
Hey guys, I've looked at a bunch of tutorials about creating tiling textures in zBrush. However whenever I try and make one, there are seams, because while I sculpt I warp the edges accidentally. I can't think of a way to fix this other than cleaning up in photoshop...Hope that makes sense. Basically if there were some way…
Hi guys, just looking for a bit of advice in regards to the low poly workflow for a character I'm working on. I'm having some trouble working out how to approach it due to the long coat and how it would theoretically move on a biped rig or under cloth simulation. Should I low poly the character without the coat first, then…
Okay then, how do you avoid endless spirals with zremesher? How do you get it to create proper circular loops for eyes or the mouth? Every time i wanted to create something that is not just nice evenly spread sculpt topology zremesher failed for me. For a sculpting mesh it is totally fine, for production ready topology not…
I don't know where they were authored, but I remember having fbx that (at least seemingly) came with both explicit vertex normals and smoothing groups. Unchecking SGs on import resulted in meshes with correct explicit vertex normals.
Hi, I'am a texture artist and i create unique expertly made, seamless turnkey textures. I have experience with AAA game projects, so my textures are primarily suited to cutting-edge 3D games. All my textures are hand-modelled. Modelling is a time-taking process, but the result you get is worth it. The major advantage of my…
all depends how realistic you have to be - Most games are NOT realistic, especially since they offer much more space due to gameplay and camera needs. Real medieval cities and houses were very crowded. There were no standard door heights or any building regulations at all. People also tended to be smaller than contemporary…