I have been modeling for the last decade, but it's always been menial models, no high-res work. I've only ever dabbled with Zbrush and Mudbox, never diving into it deeply. Myself and my friends have done moderate work in Unreal Engine 4 and I enjoy the workflow, but I am wanting to up my quality and begin making normal…
Level up as in I need to get a damn job! :) It's been over half a year year since I graduated and I've been away from game art for alot of that time. But I've also been doodling away at a few programs and hopefully picking up a thing or two, and I need to get serious, get back into the flow and work on something that will…
some samples ^ this one isnt meant for mobile games...this is is roughly at 10k polys or tris thats not including the wings...this dragon like creature has wings just didnt have space to render them in also this dragon creature is using is diffuse, spec and displacement...so yeah this dragon 3d model thing is not meant for…
some samples ^ this one isnt meant for mobile games...this is is roughly at 10k polys or tris thats not including the wings...this dragon like creature has wings just didnt have space to render them in also this dragon creature is using is diffuse, spec and displacement...so yeah this dragon 3d model thing is not meant for…
some samples ^ this one isnt meant for mobile games...this is is roughly at 10k polys or tris thats not including the wings...this dragon like creature has wings just didnt have space to render them in also this dragon creature is using is diffuse, spec and displacement...so yeah this dragon 3d model thing is not meant for…
some samples ^ this one isnt meant for mobile games...this is is roughly at 10k polys or tris thats not including the wings...this dragon like creature has wings just didnt have space to render them in also this dragon creature is using is diffuse, spec and displacement...so yeah this dragon 3d model thing is not meant for…
Ah, I see. Is on left lowpoly with normal map applied, on the right lowpoly mesh shading? Personally, like to reduce the mesh shading gradients for such objects so that the normal map has less to compensate, keeping its limited bit depth in mind. Whether mesh gradient will actually come through also depends on the final…
I was using the reference as a starting point, I didn't intend to follow it completely. I basically just wanted it to get the proportions down, and the general shapes. The thing I am finding difficult is the idea of adding a story to it, when I look at a piece of work for example: I don't see a story, I just see a gun that…
@pangaea Maybe I'll figure something out to work 3-4 days a week. I'll post if something changes in the environment or my thinking. I've noticed that generally people fall into two categories when it comes to learning: Thinkers and Makers. Thinkers absorb information, they learn new tools and techniques, watch tutorials,…
well iam noob to blueprinting so ill take any help i can get. Since this seems like a very complex thing. trigger with static mesh that animates looking like a pressed down button thats an bp wich will be moveble anywhere in the game. Connect that trigger button to the interactive bridge through the variable…