So the plan with this guy. Full project all the way through as my portfolio needs some new personal art and much more textured objects. WORLD WAR ROBOT - LARGE MARTIN Some presentation / mood ideas Summary I've been a fan of Ashley Wood's work forever now and finally getting around to getting one of the robots from the…
hey finally i found time to "finish" a piece. that's a bunker with tiled maps as also with sculpted parts (the pillars) realtime in the UDK editor it was done while lecturing in berlin. i wanted to show the students how to make good looking tileable maps and normalmaps and how to model meshes for this kind. then we also…
Hello, I'm a game art student from Lawrence Technological University and this topic is about my 3D modeling project over a two week process. It is somewhat of a re-post because my original post disappeared. The project is to go through the process of creating a 3D model that is ready to go into a game. The process for the…
Hey everyone, Wanting to share a WIP of Sarah's room from TLOU. I struggle quite a bit with texturing and sculpting a bit as well as lighting, and figure this would be great to do since it's a small piece but has a wide variety of hard surface and more organic models like the bed sheets/comforter and the clothes on the…
I have a substance that I'd like topublish the view in Marmoset. The substance has a few bitmaps that were baked for use with damage generators, etc etc. I've messed with the bitmap compression settings and I can't get anything that looks good, unless it'd set on raw. If I have it set on raw, the published sbsar is 166 mb.…
Hi everyone. I'm working on a new html5 game project, called Dash Rumble. Dash Rumble Click to play - v 0.2 Devlogs 1- Devlog #1: designing the game and the AI Pitch Dash Rumble is a platform/arcade action game in which you dash to death! Push your enemy outside of the arena’s boundaries to win. The project Dash Rumble is…
Thank you both! So, I've had a wakeup call that the poly count is astronomical and really shouldn't be (80 million triangles), so I'm working hard on fixing almost all the assets in the scene plus the uvs and texturing. This is going to take a while... I'm practicing high to low poly baking. I did one asset that was over…
@teodar23 Hey thanks for the feedback! Yeah now that you mention it, the pathway really looks pretty bland, with just the cubes scattered. The concept was very sketch heavy so I couldn't really tell what was there, but that's where I'm supposed to come in and make it interesting haha. I can make some more objects like worn…
You mean straighten by hand? I used pelt mapping, relaxed and then created smoothing groups from UV Shells with Textool. Is there another better approach you would use for something like this? Update: I just tried to unwrap again a UV Set differently, by not make cuts based on the smoothing groups I want and yes the result…
Some concrete ! I'm still wrapping my head around lots of things , from calibrations of exports from substance to unity ( what's linear or srgb , if unity "albedo" is substance's base color or diffuse , and whether to use metallic even if i feel more in control with spec/gloss workflow..) The concrete is a lot simpler than…