Hi! I've been texturing my colt model for a little while now, trying to understand how to make the different materials look good. I understand the specular and the diffuse quite well, but I'm also trying to understand how a gloss map can efficiently improve the looks of my model. I'm asking for advice on what to do with a…
Hello! Over the past few months, I've been very slowly working on a model. I challenged myself to try to make a model from scratch to use in a game, and the following is what I have so far: [SKETCHFAB]9dbbe909276c4d0ea8824c558f474eda[/SKETCHFAB] I think the next step is to build a rig for him, but I want to double check to…
http://piratportfolio.com/fpp_eng/ My huge article abut FPP gun modeling finaly avaliable in english!I hope you like it! Feel free to share and comment! "The publication concerns creation of models in video games. It discusses issues connected with modelling weapons and props which are held by a character in FPP games. The…
I finished a good amount of model in my small asset shop and want to convert my models into other formats as well. I think the most used game-engines like Unity and follow-ups should be included too. Now are there any batch exporters for .fbx, .obj, 3ds or collada? Its a real jungle of formats.... Which file formats do you…
I'm currently attempting to model my first car in 3ds max - a Mazda 787B. The main body curves are complete and I need to start cutting out holes for the head lights, vents etc. I am totally lost on how to go about modelling the cutout for the headlights since there are multiple curves in there. Could anyone point me in…
Hi at university this semester the tutors have tasked us to develop a prehistoric creature that "functions" in UDK. It must not exceed 12,00 triangles for the final low poly mesh, texture limits are limited to 2048 pixels and a idle and walking animation must be made using CAT. I have chosen to make an Postosuchus. Here's…
Hi, as a first time on these forums I'd like to share and get some feedback on my first try on a gun. Prop: Thompson smg model of 1921 - Selection of reference material Goal: Gun - baked, textured and 'rendered' in UE4 Progress:* (DONE) High poly model * (DONE) Low poly model * (DONE) Baking * (ALMOST DONE) Texturing…
Hey, currently trying to model the cloths on the following character for a University assignment. Really having problems with this, first I tried to model the basic shape of the cloths is Maya, bring the blockout to zBrush and sculpt in the details, but it just simply isn't looking right. I also tried using Panel Loops to…
Hey guys. I recently finished my last exam for this semester so I'm now on a 2 week break before school starts again. I'm taking some time to go over my work from this semester and update it a bit, either adding some final touches/polish or just redoing my presentations. I've decided to make a topic about it to have a…
The reason the engine trianglulates a model is because it is much, MUCH easier to calculate a triangle than a quad. Using the Pythagora's algorithm, triangles are win. :) Some people prefer to triangulate their models before exporting it to an engine, that way you know exactly how the model will be triangulated, and you…