Hey! So far the overall texturing looks good! However, whats missing is a bit of PBR material definition. Even though Overwatch is a stylized game they do still use quite some different materials to break up their assets. Using the junkrat weapon as an example you can see the weapon features different material types. I'd…
You can find a list of hotkeys here: https://marmoset.co/posts/toolbag-hotkey-guide/ With an applicable painting tool selected (brush, fill, etc) you can hit P to bring up the color picker. This will bring up the multip-map color picker that allows you to pick from all map types at once. With the color picker window open…
The primary responsibility of the Technical Artist is working with Art and Engineering to bridge the gap between the creative expression of the Art Department and the harsh realities of the technology in use. They will ensure that the art that ships in the game is of the highest quality possible for the technology…
I'm trying to plan out how I'm gonna design levels in a game I'm working on. I'm currently using small terrain chunks bridged together by mesh sections. Each terrain chunk is basically a level which contains various challenges, encounters, puzzles, etc. Some of the puzzles include navigation through dark areas where you…
Hello all, I thought I'd make my first post and ask for some critique and feedback as I work on the assets for this level. A friend from school and I are working on the project together to create a few examples for our portfolios, but everything I'll be posting will be the assets I'm working on. A little background about…
Im kind of a newbie with art, but i have a couple concepts for weapons and such, kinda hoping to team up with someone with the skill to bring them to life, but without the imagination to make ideas of their own XD as i have the imagination to make ideas , yet no skill to bring them to life ._. Anyone Interested?
I know theirs a few, I'll see if I can dig them up later. till then here's some of my notes from when I was learning it, some of it may be off but I've tried to update it to some degree (incoming wall of text): MAYA Notes Basics Menu names: 1st down (menu type) = Status line 2nd down (Tabs) = Shelf Left = Toolbox Spacebar…
Here's my progress so far. After many trials and errors. I decided it was best to have the bottom part of the wall and upper trim to be separate meshes from the wall mesh. I also model the gargoyle head. Now I'm kind of stuck. Don't know where to go from there. I have made low-poly meshes (using instant meshes). I used…
Beautiful stuff, while I wouldn't mind seeing a little more separation between elements. The shots where the flowers are a little more spaced out and placed in clusters are more successful. When the whole scene is over taken by them it starts to get a little too busy. Examples.... TOO MUCH Could be a case of less is more.…
Okay, so that distortion is something I realy have to get used to it and keep in mind. Thats the thing which realy got me thinking because before I learned about trim sheets I always cared about stretching, probably a little too much. I also think that the straighten tool in Rizom is doing the same thing you do in Maya if…