Hi all. I've been a long term lurker on this site, and now I finally feel ready to post up some of my work. First off; Hi, my name is Dan and I just graduated with a first degree in Game Art from University of Teesside here in the UK. I'd like to think my specialty is with mechanical objects like vehicles, weapons and…
I've always wanted to contribute more to Polycount since I joined. Its been so instrumental in me becoming a better game artist and the community shares so much, I hope with this I might finally have a chance to give a little back. There has been some interest about the Oculus Rift here on the forums I wanted to share my…
What ends up in the game engine is triangulated. You can use whatever works best for you. Quads are great because it allows for easier selection of rings and loops. Tris are often great for organic forms. You might want to force triangulate a non-planar quad that might be auto-triangulated in the wrong direction. afaik,…
Alright, sorry for the delay but here are the flats for the mud ground texture. Workflow for creation (approx. 4 hrs): 1. Start with basic diffuse, something with enough detail in colours to bring out the normals/specular nicely. Make sure the map is at least 2k, you can always downres it... 2. Adjust diffuse colour…
Good day everyone. I understand this question has been asked several times. I understand it is not the first and it definitely won't be the last and I also understand you guys have an extensive Wiki. I am actually not new to the art world. I have plenty of experience. I have been doing art for more than a decade. However,…
Hello Polycount! With the launch of the Sketchfab integration on the forum, our guest poster JCSchaeffert has kindly written a tutorial outlining the upload process to Sketchfab, along with an overview of the user interface. 1- Modelling/Baking/Texturing My project was to revisit Frankensteins creature. First of all, in…
Hey guys, thanks for the crits. I've been slowly chipping away at this over the last couple of weeks. I switched over to Marmoset for screengrabs(wonderful little program, try it out if you haven't). Can't seem to get the glass to work properly though. Yeah, the maps are pretty big aren't they? I could probably downsize it…
Hey there, I'm happy that you keep at it. Nice work so far. Here is some feedback if you don't mind: - as you said you'll care about the mesh optimization later on. (which I wouldn't suggest because it will likely cause some additional rework in your textures later on) Concerning your polycount of about 135000. It is HUGE.…
Hi! My name is Marc Vives Dalmau, I'm a 3D environment artist and I wanted to share how I made a procedural house generator inside Houdini, in case it may be useful for somebody. I've been integrating this software to my workflow since summer 2021 and I'm very happy with the results. Hope you like it :) 1. References and…
Hey guys, thanks for your comments! @ serriffe: hehe thanks, a raise would be nice, but for now i'll make do with some nice new art books with the prize money ;) @ Mordin: thanks for your compliment on my ruined scene...it's still WIP, but i'll start a thread for it this week hopefully @ Navi271 : thanks for stopping by -…