So I'm doing a little project for my portfolio while off school. I decided to do something somewhat straightforward as I've not modeled in about 3 months. This last semester I was learning Adobe Flash and such. Anyhow, I bases the model off a blueprint from The-Blueprints.com , and a few other pics of real or modeled…
Hi guys, Just started to play about with using displacement maps in UDK and have come up against a few problems, I've checked out a few guides on how to create Displacement maps and how to make use of Tessellation but have come up against an issue that I'm not too sure how to fix. seeing as this is an early art test I…
Low poly base mesh in 3dsmax it won't be the final game ready topology but it will be made of mostly even quads that subdivide well. Or just go straight to it in zbrush whatever your more comfortable with. There are some new tools in Zbrush that I haven't gotten the hang of yet and they do seem to make it a lot easier to…
Just to pick up the workflow discussion again, I was originally taught that way, making a lowpoly, sculpting detail on it, then using that lowpoly to bake to. I found it EXTREMELY limiting when it came to making changes on the fly. Having a UV layout before you head into sculpting means you don't have a lot of flexibility…
Thanks so much, I was planning on overhauling the wall texture some time within the next two weeks since I wasn't satisfied with it and that all gives me a really good direction to take it and things to fix I was planning on making some big changes to the grout especially since my teacher said the same thing about the…
So I have adoubt , so far for making panels for my spaceship I am doing like that :-1: Low poly model , I cut some parts of it to carve out a panel on the panel I apply in this order: 1 Base Edit poly panel 2 Shell 3 Edit poly ( delete the interior faces and add two edge of the borders of the shelled panel ) 4 Symmetry 5…
Obviously I can just make window blinds as they are in real life, but in my experiments, it takes a lot of polys to make it look convincing. Even when I do, the little slats don't look convincing in-engine. They seem to almost disappear from a ways out. It's been a while since I asked how to model anything specific, but…
Sorry about taking so long, had a lot of fixes to make! compiled the textures to make them more engine friendly, reduced the tri count on the stock and other parts but left certain details modeled in for presentation. I do not plan on making this gun any more engine friendly as this is just practice for me to run over…
It definitely takes some practice and trial and error as aelwine has said. I've been using for probably over 3 years, and I'm still learning. It's very much worth it though, and actually becomes addicting! While I always try to make as many procedural height maps as I can, there's definitely still many good reasons to make…