So I guess Believability,Immersion and Emotional Response? 1.It doesn't really have to be super realistic and be a one to one representation of what happens in real life.Things should sort of function as they logically would.Have it at least based of reality to make them believable,ground it so to speak.Good examples would…
The McMillan CS5 is a weapon I have been working on and off for while in my spare time and I wanted to start posting my progress so far. Blockout stage is completed for the whole gun. Midpoly versions of parts that are completed so far. I wanted to refresh my memory on my whole workflow pipeline so I decided to take the…
Hi, I'm relatively new to Substance and I'm having an issue with my Ambient occlusions, they're projecting weird shadows on the side wall (image below) I haven't linked anything else because I don't know what else would be needed to troubleshoot, more than willing to send any more information if required I've tried…
I (programmer in Unreal Engine) would like to cooperate to make game asset packs that also have functionality and can be used out of the box by the customers or easy modified and adapted. For the design and modeling of the assets I am looking for a versatile artist that is able to do concept-art and build models in…
So my high poly model has some circles and holes in some places, some of them end up just fine, but some get this distortion on them. How do I solve this? Thanks in advance!
"They also use proximity LOD (level of detail). basically If you're far away from an object (like the top of the building when you're on the ground) the engine loads in very small resolution textures, like 512x512. As you get closer, the engine calculates your distance from the object and at various points, the engine…
I don't see the map in either of those. Come to think of a very hardware heavy way to fake stereoscopy is to build a setup for your entities, where the original position of the entity is the pivot point and the engine automatically adds the same geometry on a hard-set radius. The Materials get Color-Overlayed and the…
Hey everyone, thanks for the feedback! I still haven't had a chance to make the spec map. I spent this morning trying to redo the normal map to optimize the mesh and fighting with the AO map. The horizontal beam on the door has some AO that was rendered in max, the rest of the AO was made from the normal map. Ignore the…
This character Armor Set was created for New World: Aeternum in collaboration with Side for Amazon Games. Based on the provided concept, I owned the full character production pipeline — from high poly sculpt to final textured, game-ready asset. My responsibilities included: • High poly sculpting • Low poly modeling & clean…
Splitting and straightening the UV islands to increase the overall texture density makes sense in theory but in practice it's a bit more complicated than that since there's multiple factors to consider. In the overall scheme of things a single road wheel is a very small part of a tank and it's unlikely that every part of…