Looking for an Artist Partner for a Survival RPG (3D/UI/Sound) – Revenue Sharing I am looking for an artist partner for my open-world survival RPG project. I have been developing this game alone for a long time, but to take it to the next level, I need someone who can completely take over the artistic side. This includes…
Hi there! I've made a Next-Gen Tech Name Generator so we're now all next-gen ready! :) http://level-design.org/nextgen_generator/ If you have any words to add to the script, let me know!
I would probably use a trims texture to do this prop with a tiled map. Here's a quick cutup of you map for an example. It's mostly strips of different surface types that tile horizontally. good for something like this with a lot of long thin pieces of geo. You will probably want to make a dummy grid texture for unwrapping…
So I upped the map to 8K and that helped a little, I added a roughness map (pic included), and refined the facial hair more. What helped move me forward alot was playing with lighting (switching from point lights to area lights) and getting a better three point setup. I wanted to see how much more realism I could get…
Two important considerations to think about with an asset like this: 1. It's best to align UVs vertically or horizontally, instead of diagonally. This avoids jagged/blurry artifacts from antialiasing, and improves downsampling for LODs and MIPs. 2. For hardsurface assets, you'll get better results by not using baked normal…
Well, apart from the technical side of modeling and creating uv's, one can't really crit your work here. The reason being is, you didn't give us any concept art, and your character doesn't really have any real world anatomy. That is the biggest down fall with working on such a fictional and abstract piece. Who is to say if…
Capping off that area in the back will help a lot. Seeing that bright sky gradient popping off the buildings is going to be jarring until you hide that space. As for lighting direction. I would say think about your sources and that will help you get started. You've got some directional going on already, but again, its…
You would get immensely more useful reference by looking at the way the geo and UVs of MetaHuman clothing assets are structured. As for actually crafting the model : create the geo for one side any way you like, get it UVed similarly to the way the MD pattern pieces look like + mirrored, and wrap the full thing around the…
Not wordy at all. Thanks for the write up :) I'm not entirely convinced that this isn't doable. I get why they would taper their floor peices, but not being able to put 2 flat peices together without hiding the shadow seam with another mesh makes me sad - By all intents and purposes, it really should be possible with a…