THE PROJECT INT is a 3D Sci-fi RPG with a strong emphasis on story, role playing, and innovative RPG features such as randomized companions. The focus is on the journey through a war-torn world with fast-paced combat against hordes of enemies. The player must accomplish quests like a traditional RPG, complete objectives,…
THE PROJECT INT is a 3D Sci-fi RPG with a strong emphasis on story, role playing, and innovative RPG features such as randomized companions. The focus is on the journey through a war-torn world with fast-paced combat against hordes of enemies. The player must accomplish quests like a traditional RPG, complete objectives,…
THE PROJECT INT is a 3D Sci-fi RPG with a strong emphasis on story, role playing, and innovative RPG features such as randomized companions. The focus is on the journey through a war-torn world with fast-paced combat against hordes of enemies. The player must accomplish quests like a traditional RPG, complete objectives,…
THE PROJECT INT is a 3D Sci-fi RPG with a strong emphasis on story, role playing, and innovative RPG features such as randomized companions. The focus is on the journey through a war-torn world with fast-paced combat against hordes of enemies. The player must accomplish quests like a traditional RPG, complete objectives,…
I do not know the pipeline for creating a 3d model, please tell me. Okay, let's say it's sub d modeling, but then how do I make a basemesh? I don't understand which polygon modeling tools to use. Please tell us what to use and where. There will be photos below this is 3d model of car,and it is not basemesh…
Hi, as I import a model into SP, I get strange artifacts on my UV Map. Looks like Substance tries to "connect" polygons separated by seams. There is nothing wron with UV map itself. Can someone tell me where to look for a problem? Thanx
Hello everyone I hope your all doing well out there. I'm working on a renaissance bar for a third-person game and was wondering if there is any thing I need to change or add things to it, in your guys opinion? The polygon budget is 50,000 tri's I got to about 48,128 tri's as well it has not been uv unraped yet :)…
*not a character artist* I'm going to point out a few things which stand out atm. Merlin: Roughness values need work. Poly distribution is a little weird (beard seems to have way too many polygons, or the rest of him seems to few). Cloth looks a bit funny. Boar and Dr Strange have hair which is way too thick. Dr Strange…
So a lot of modelers on here, those learning or even working in the games industry, have a lot experience for modelling and texturing for last gen games. Which was all well and good for those consoles, and similar ideas can apply to modeling for art directed games as well as mobile stuff. But with this new generation of…