Hey guys been working on this for a bit and wondering if I could get some feedback. Layout based on a concept by Sam Brown To Do -Add Pipes coming out of open panels -Texture the Wall section with the screen (its just block colours atm) -Add glass to windows -Make outside landscape -Another texture pass across the…
Hi guys i have a question. I'm working on my new character and i'm doing the UVs, and i would try multi-tile method. So is the multi-tile method optimal for a game character?I ( know that Gilberto Magno for his project Legacy of Shin used 6 Uvs layout). Could i have problems in SB Painter? Thanks guys!! :)
Well, this is special... In my opinion brings a whole new meaning too describe 'photo-real', especially the parts layout which looks as though this weapon was stripped, per the manual and the frayed end 'comms' cord, wrapped around the stock nicely caps off the overall realistic aesthetic. Great job 🤙
CSG used to be the way to build levels in Unreal. Hard to create intricate shapes, but fairly easy to carve rough layouts. BSP: A great article about id Software's pioneering work with BSPs: https://twobithistory.org/2019/11/06/doom-bsp.html (Sorry, I don't have any software recommendations)
Packing every pixel like is generally only done these days when you're working on a project with a reusable UV layout that's being shared between a variety of models. It was more common back in the days when every pixel mattered due to tight memory constraints (like on the Playstation 1, Nintendo 64, etc.).
Finally getting to UVs on this thing. How are others planning on laying this guy out? I was just going to do a normal bake on the first UV set then layout everything assembled and do an AO and masked materials on the second that way I don't have to worry about texel density when throwing it into Unreal.
Business Trip A design and rendition of a hotel room occupied for a business trip. - All models were created in 3DS Max. - Cloth layouts used Marvelous Designer and 3DS Max's cloth simulator. - Textures created in Substance Painter and Substance Designer. - Rendered using V-ray. https://www.artstation.com/artwork/oO1nrW
Hoping to complete an entry for this month's contest (Damn you steam summer sales :D ) It is a pugna wand! Here a partial step by step with a super majestic layout... Quick question about Particle FX: What control do we have on them exactly? In terms of editing, adding, replacing, attaching? Cheerios.
Treeeeeeeeeees. The bane of my existence besides UV mapping annoying curved models or text. All that manual cutting and stitching...I honestly say to myself "Am I dead!?" while doing it cause I swear it kills my braincells doing UV layouts. Otherwise texturing leaves a lot to be desired >_<
Looks sweet. :) Really like your presentation layout too - though I'd alter it so that you can see all six clearly instead of having them overlapping (unless you can do something on the website so that the one you click comes to the top). Nice texture though. :D