Yo. Ok, so here's a concept art I made for a mandatory task at school a while back. Its a futuristic sniper rifle that uses guided bullets, and fires the bullets with an electric charge. Just wondering what you guys think: Right now I've been working on a base mesh for the stock. But I have to admit that getting the edge…
Do I always have to add edge loops to my low poly assets before importing them to zbrush? I was happy with a cupboard model I did and wanted to add some details but it completely loses shape when I add more polys in zbrush. I guess I should only ever start from High poly to low poly workflow from now on? As low to high is…
Now days I usually do the boolean+zbrush method for high-poly and along side that method I get a low-poly "base" to work from when creating the low-poly. Super short rundown of high & low-poly: High-poly: Blockout to get general shape and scale of things > Start adding details etc (a lot of boolean is used) > Copy what…
I finished this very low poly project yesterday made for entirely for fun. The model's inspired and similar to an equally low poly character I saw on these boards, which I of course cant find *hate board search function* . It was a good way to finish the modeling side fast and get on with some skinning. Quakish biker…
Your work inspires me instantly. You really show off the top possibilities of low poly and painted textures. This sword, as low and simple as it is with a 512 map, shows amazing skill. *inspiration folder!*
Low Poly world for Unreal Engine gives you a head start on your fantasy environment, lots of trees and parts ready to kitbash and combine in a sandbox fashion. Check it out here: https://www.unrealengine.com/marketplace/en-US/slug/low-poly-world
You can also set the priority of the 3dsmax process to low or as someone already pointed out the affinity to a limited set of cores if you have a multi core CPU. I used to do this all the time and it works fine. If you are running out of memory things will still be slow though.
Hello, So I'll preface this by saying this is my first time attempting to do any sort of bake on Marmoset so I don't fully know much about baking in it. Currently what is happening is when I preview a bake of my high poly model to my low poly I'm getting these strange lines and circles instead of the details I sculpted…
The first thing I did was to work on the Snow shader. I managed to create two of them in substance designer: A softer one to use as the base snow, and a rough one to use to blend around the edges where the snow has been pushed to the side. After watching hours of UE4 tutorials on Landscape material blending, I finally got…
Most of the time you should rebake, especially if you're mesh will be deforming. There are some errors that look ok when the model is in a static pose but as soon as it twists or deforms the errors show up. When you bake normal maps it looks at the low poly and looks at the high poly and whatever is different, is captured…