Hi, this is my 4th real time visualization project, and lke the others I try my best to make it better than previously one, and this time I focus to make a neighborhood clean bakery to be viewed on daylight and rainy scenes. For pre-made stuff I used some marketplace assets to create the rain scene and fully…
Hello. I'm Cheapskate01. I'm a High School freshman who's been playing with 3d software suites for quite a while. I've made a few (small) games and a *ton of game-ready assets for personal use. Having my last 4 years of experience in 3d art and level design, I'm thinking I'm ready to embark on my most difficult journey…
I would like to see it that way Carbon14 but that is not what will happen. How it is different is that Modding is hobby. Not a job. It is a labour of love to create a change to an existing game. If you wish to make money of this then that is fine. Take the skills you learned while modding (art, code, managing community…
Hello! I have been working on this for a bit now, but I forgot to keep it updated here on Polycount. This is my Nightcrawler Marvel Rivals Fanart based on the concept by @ishaliart (Her and my artstation are linked below where you can see the progress there). This version of Nightcrawler is intended to be a Strategist…
Hey guys, I'm going from a high rez sculpt in zbrush (no UV's) to a low rez mesh. How would I go about getting the poly paint data from a high rez mesh (no UV's) to the low rez mesh (with UV's)? I have tried to do a method that involves XNormal. * Taking the high rez (polypainted) * Making a blank texture map for it *…
Hey everyone, New Project I'm starting today, I've been on and off doing some contract work and doing small props/speedsculpts in between, so I think It's about time I jump into another Environment. With all the excitement about Fallout 4 I've had this idea brewing in my head for a while. What I'm aiming for, is an NCR…
Hey all So I need do make some small internal realistic environments for the oculus quest (untethered) in Unity and just considering options for creating the environments. Looking for it being effient as possible so draw calls down to the minimum. The idea is that i`d make an office enviornment and bring in assets into the…
im trying to do something i see a lot in games...but not sure how it is done. setting up a modular character. so i figure doing a multi sub in max so each part has its own map would be the best way of going about this... but baking out normal maps with a multi sub or taking it into zbrush both seem to not work. so breaking…
[ QUOTE ] [ QUOTE ] never saw the point in the first place. I mean, the percentage of people who moved on to play the second one must be lower than the first, so the third will only cater to the hardcore fans, which must be an even lower customer base. [/ QUOTE ] Didn't Halo 2 sell about three times as many copies as Halo?…
Agreed with above crits. At the moment the texture looks like pure diffuse... I'm not seeing any evidence of normals or spec at work there. Chris is spot on about modelling a big, simple high-poly mesh to base your initial normal map off. You can do the finer textural detail in Nvidia filter, but it doesn't take long to…