Hi everyone, I started to document my progress and share what I've learned so far in the CGMA course Organic World Building in UE4 taught by Anthony Vaccaro https://www.artstation.com/autocon known as @Autocon here in PC. So far it's been a great experience and I highly recommend the course. We are on week 3 and I started…
Hello Polycount! Im learning Game Art and I have a few questions that I would like to ask you :) I decided to start my first topic because I want to learn how to create models in proper way. p.s. English is my second language so forgive me the mistakes ;) __________________ In this case Ill be asking you about stretching…
hey guys, i got a weapon with different picatinny rails. but i want to know how you gonna bake these and reduce it as a lp. i want my wepon to be on first person. because of this iam not rally sure how to make it. 1: (the way i heard) i heard that some guys take the whole rail but only let one of these mid elements on it.…
Thats not quite fair to say though because our knowledge only really grows, I dont see why youd expect to take the same period of time? Granted, gameplay and player interaction and all that shit but storytelling? composition? so many elements that make up games aren't going to be starting completely from scratch. There are…
I think one set of concepts you need to understand is composition, and in particular the concept of focal points. Focal points are parts in the painting, model, or anything designed, that attract the attention. These points guide the viewers eye, and in videogames they have the added function of telling the player where to…
When applying any type of transparency to an object (via _ca file or a flat value) make sure to only apply it to the element that is transparent. If only a piece is transparent via alpha, a slight transparency will actually be applied to the entire element. So, you want to break off any part that is transparent to it's own…
Loving the progress Hazard, but I get the feeling its lacking in a few design elements. I want to see her have rings, tattoos, and more elements like the buckle on her boots. Even completely different type of buckle on the other boot (for some reason the design seems to be 'rorshach-ing' a bit to me because of the boot…
I feel the synthetic feel in games and 3D in general has two main causes: - Lack of technical capacity of engine (or performance and time constraints when authoring) Engines are very good at displaying an staggering amount of tris now, have better lighting solutions, high resolution textures and more. Yet as pointed out…
"stray verts"! sounds alot like blown verts from back in the day Anyway in Blender did you Alt + H (unhide all elements) for the Lo-poly collection once modeling phase complete before moving on? UVW - export etc... A common issue due to not verifying everything - "(probably in my excitement at getting things to this stage…