These are great, keep going! When I was lighting game levels, one approach that really helped me was to gather interesting imagery, anything that caught my eye, then use that as inspiration for my lighting work. For example, one of my tasks was relighting the same game level assets in different styles. This reminds me of…
Hello, I am making some assets for a game. I am still very new to this and I have run into some problems regarding the uv maps. I am not sure I'm doing this correctly. My assets are on the larger scale, height or width being usually around 3-4m. I try to keep the texel density at 10.24 with a 2k texture but can't fit my…
Hi! Nice updates! Thanks for reminding me of the challenge :sweat_smile: @BillyJackman I like personality it got, with the frame looks like it has a grin. If you intended to work on this some more, I think some dynamism/ folds in the hanging scroll would enhance it more. And perhaps some more material definition, so it…
So how do I attach all my textures to my asset in ue4? ive tried looking on youtube and only see videos for applying 1 texture sheet to a single asset. So I get to the point where I import the mesh combined (into ue4), import my textures from substance painter, create a material and thats where im stuck. how do I get the…
I'm going to be starting the process of making a game soon with a friend, we really want to get some basic concepts down so we can better understand what we need to do next in order progress the game development. 1. The main environment tutorial for maya i've been plugging through is oriented around UE4, so all the scales…
Summary: a rather trash speed asset done to measure time versus quality. I have not completed much game art lately and felt the need to make something. This way, in a year, I can do the same and gague improvement or something. Negative qualities I note: - sculpt was undesirable, very underdetailed at one hour - the…
Hey Everyone, I am fairly new to 3D stuff. I have been working with modo for 5 months and ZBrush for 3 weeks. I usually make low poly stuff because that's easy to do and I think about optimization a lot while modeling. I am tackling my first high poly asset. I am attempting to make a weapon for Fallout 4 (when the GECK is…
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Hi polycounters! Im Jorge, a newbie on the world of 3D, I studied 3d career and started to work as modeler in a 3D Glasses company for few months. The thing is I have long time without modeling / texturing for games (I was modeling all the time highpoly glasses without textures) and im back now and i will be posting the…
Hi everyone, I wanted to introduce myself and also share a project I’m currently working on. I’m Dan , a self-taught hard surface 3D artist, and over time I’ve mainly focused on modeling props for games. Most of my experience comes from the more traditional low poly / high poly / bake workflow, especially for smaller…