This Asset Pack features detailed realistic and modular Lamp Assets for usage in game, archviz and cinematic rendering. The mix between modern and whimsy designs permits versitile use for any kind of project. Modularity is simplified by using Component Meshes. Just copy-paste the Component Meshes from the Overview Level…
I got finished! I had to drop some of the more interesting background props found in my concept pieces, particularly the rocketry components from the ICBM. The throne itself is missing a few items that were concepted. There are areas where the walls, ceiling and floors are too bare compared to the references I found and…
coots7 - thx a lot! there was some devirsity in desing as well, since in the begining there was not too much precise direction about art style only "make it cartoony" and it unfolded later D4V1DC - thank you! yes :D he's everyones favorite :) it was fun to work on him too :) TheQiwiMan - i'm glad you do :) Melonman- thx! i…
Nyx - Thanks man! I aim to please. Stoop_Kid - Thanks! Glad you like them. You're basically right on with your guess. I've used other methods in the past for sculpting tiling textures like these (dropping tools down to the canvas or arranging a lot of stones/bricks/etc in a subtool, keeping them separate via polygroups). I…
First, I'm not a dude and it's kind of funny that you'd fall into the "no women on the internet" trap in the midst of this particular conversation. Secondly, that's just a bald faced lie, because your original point was that it's hypocritical for women to do this when they object to having it done to them. And I…
Luxury: haha! flattering angle, then. i certainly do not share the man's heroic jawline maulor: but what if my head is just a dummy head, and there's a bright green spherical robot that controls me from within the hollow of my chest? ebagg: yeah, i'd like to move beyond such a rote rendition. Scoob: props man, thanks for…
I was wondering what guidelines people here usually adhere to when it comes to texel density. For example, if I'm completely unwrapping a prop, would 512 per meter be a good standard? (a prop that is at ground/eye level with the player).
Hi everyone, Been trying out the unreal engine, and thought I've learned it best by putting together a simple scene. It's pretty basic, all the props are done quite fast, 1-2 props a day. and here's all the textures, thanks for reading Micke
This looks awesome. Plenty of little details as well. I tried modelling a OTs-14 Groza awhile back which uses a similar frame and it was surprisingly hard getting the proportions and shape to look right on it, but you have done a really good job of it.
Less materials the better, in general. So, one way is to make a packed texture with your common prop details, then create your props UV mapped to that texture layout.