Hey everybody, I just started working on this scene. This is partially meant to be a practice in creating and using modular assets. Not sure yet, but may end up putting this in UDK or something. So I started out with this layout: The idea is to have a high level of detail around this immediate area, but fill the rest of…
Hi my name is Brian Choi, and I'm the student Art Director of "Core Overload," an Advanced Final Games project for the Fall 2012 - Spring 2013 year at the University of Southern California. Core Overload is an 8v8 online multiplayer spaceship shootem-up revolving around customized ships with component based destruction. I…
So, I decided to once again tackle attempting to do hard surfaces in ZBrush, a work process that is still vexing me. Did a small practice piece, a piece of shoulder armor, just concentrating on making the form, taking notice of what I was doing to get to this point. Am I doing this right? What could I be doing to make this…
Hi everyone, I’m currently working on a 3D model for a class and I’ve run into some confusing normal map issues. I’m baking in Marmoset Toolbag 5 and texturing in Substance Painter, with Unreal Engine 5 as the target engine. The Issue:
When I import my Marmoset-baked normal maps into Unreal, they look perfect (DirectX…
First let me start off by saying i dont even know what this is... it could be a pillar, it could be a computer, it could be like a cooling unit... it can be anything, i just dont know. i was practicing. Anyways it's amazing what a little bit of inspiration can do... i studied those pictures of his for a real long time. I…
Hello everyone. So i am at the low poly stage and in order to capture well this kind of detail I usually go for a single smothing group, like here: But this results in bad gradients as you can see. From what i've read, when mipmapped, normal maps with too much gradients results in artifacts. So to solve it i added a loop…
Hi and welcome to Polycount! Firstly, it's best to add a question mark to your topic title... that way people will know it is a question. Otherwise it sounds like you made a tutorial. Secondly, instead of adding replies, you could edit the first post to include all your questions. There is a "gear" icon at top right, this…
Hello Polycount, around 5 days ago, I've started to learn to hand paint stylized textures which is a thing I've wanted to learn for a long time now (since I really love the style) but never really got to it. I thought it was time to start so I started watching a lot of tutorials. I've never drawn textures (or anything…
@dimwalker , @DustyShinigami : "Hard UV shells - do you mean assigning different smoothing groups (in max terms) for each shell? Vertices are already separated there GPU-wise so what's the harm in separating smoothing groups too?" Of course I won't blame you for asking a question, but this kind of "what's the harm" stance…
This is me practicing on making environments on a super small scale. This is my 3rd environment ever done in Unreal. This is my first time writing a post on polycount and I'm a little awkward to ask your thoughts, realizing that very little has been done in this scene, but if someone could express their opinion, I will be…