Well, I wrapped up my work on Warhammer. 3 long years and its finally out. I'm relocating to another company and they use Maya so I'm teaching myself as much as possible. I will be doing terrain with them much like Mythic but I will also be modeling. I have a lot of free time right now since I still have 3 weeks until my…
Heya all, I haven't posted here at Polycount for a while, and thought I'd help contribute. I used to work at High Moon Studios until the whole Activision - Vivendi merger thing, when they laid half the studio off. In the meantime, I've been working with a few friends on an UT3 multiplayer mod involving a bunch of…
First is an old drawing i did of a tribal dragon tattoo...I am trying to customize it to wrap around my daughters name(represented by the pole where letters will be). I also did a more realistic render of the same dragon. trying to come up with ideas for the wings...the tattoo will be on the inside of my forearm going down…
Hi guys, This is an awesome website and i'm thankful for all the tutorials posted. I'm still new to modelling and texturing and I need some help. I'm trying to texture a mountain like this: Just like it looks in Wind Waker Outset Island. I can tell that i'ts just one pattern repeating itself around the whole mountain or…
Hey all! I've been working on this guy for a while now and I can finally call him finished! So, what's up with this? I work a lot with low-res models and textures, so basically I just wanted to make a higher resolution asset for a change :poly121: The aim for this model was to create a character with specs for a high-end…
Oh boy, VFX! So I've got one concept that's really inspired me to do this. It's a water fist(s) flying at an opponent. A simple build-up of the character rearing multiple arms back then unleashing them in a relentless assault. I've thought of a couple variations of this too: Making a right - left - uppercut -or- Fist…
Hello Polycount, I've posted a couple times before but now I think it's time for me to post what I am working on now for my finals at Fullsail. I would love to get some critiques and suggestions from y'all if at all possible. This is the Green Dragon Inn that I am working on. This is the first pass at materials and mostly…
i am having a problem with the wood texture for the stock, picture number 1 shows the uv layout for the stock, triplaner mapping causes a visible mismatch in the grain direction shown in picture number 2, picture nmber 3 shows the uv projection for the same uv layout, i have tried to change the uv layout as shown in…
Sorry for the lack of updates had some really crazy issues baking the normals Anyways the Normals still need some clean-up but at least they're nowhere near what they were earlier I'm trying to get a "clean" base to start with for the most part, working on colors and material definition. After that I'm going to hit this…
That's not what people usually do. In archviz I believe people use a skylight to help with correcting the GI. Basically the reason the scene looks like this is because UE4 sucks at default Global Illumination and Indirect Lighting. https://ue4arch.com/ue4archs-unreal-engine-4-lighting-workflow-part-1/ It seems most people…