Hey guys! Here's a bridge I'm working on in order to learn modularity. When I am done, I am going to reuse the pieces to create something else (not sure what yet, but I'm thinking something along the lines of a courtyard). So far I have my model snapped together in UDK, and I am working on the textures. I am treating some…
What to CreateA fully-textured character model of your favorite League of Legends champion/skin * Take any champion in LoL and create a high-poly sculpt (optional) and low-poly fully textured model Things to keep in mind
* There are no hard limits on polycounts but efficiency is appreciated: use your best judgment and make…
Hello everyone, I did not see a thread yet talking about the final resulting visuals for Rage yet and the tech behind it so I thought I would start one. I would be curious to hear from some of the actual ID software artists that might be lurking on the forum as well. Would I be correct in assuming that most of the normal…
Starting from concept art, this is my workflow usually: 1. Blockout mesh to test in game to make sure nothing unexpected will arise from the asset - this can be very quick, as long as the proportions are correct. Just need to test stuff like player collision (eg. if the player has to walk through / around / inside the…
If I used a 4096x2048 texture I could have more room to scale the uvs higher but you're right. I can't see fixing my pixel density in the most efficient way with the hp's the way i have them. Right now i have 5 texture sheets that are 2048x2048. I could eliminate 2 of them by using a 2x1 resolution. Im using a multi sub…
@diglett I have a paintover of your wires for you, there are some areas that you should look into optimizing and re-working: So I think I understand what your problem is with Marmoset materials: First thing is that you shouldn't be using the metallic workflow for this test which is what substance gave you, they are looking…
Hi guys. I had some things to do IRL and had to pause a bit this project. When I came back to it, I decided to start over after watching some tutorials on using a modular workflow. The blockout looked alright but it was not really well thought-of for each piece. So this time I worked first on the texture using a grid…
I think it depends on the engine you are using, but for UDK I'd make the broken parts and oil/blood spills into decals. So you have a clean base material and can decide where to put the decals. Sometimes they are a nice option to cover seams between tiled surfaces and further break up the monotony. Decals should be handled…
@PyrZern Thanks XD Hahaha! A young gender bent of mario wouldn't be such a bad idea- kidding I made some changes to the outfit- it could be because of the way the colours are sorted- @BagelHero Got it! I'll be adjusting abit more of the outfit and get the spec right- I'm testing out on how much detail I should put in the…
I'm super impressed with your progress and ability to work in comments and critique! This is already a great piece and I know you still have some things you'd like to continue working on. I'm more focused on lighting/mood, but I will say that some of the dirt and grunge looks great but I'm not as big on the staining around…