I'm a student learning 3d modeling for games in Korea, particularly for environment assets. I've learned that it's good to combine multiple objects and unwrap them into one uv map whenever possible, for optimization and to control consistent texel density, rather then creating uv maps per object. For example, like…
Hey guys! I am trying to switch from 3dsmax to Maya and got many issues on the start. Could anyone please help:
* SelectAll is actually selecting top parent objects and highlighting the rest but I want actually to SELECT all (for example to add a key to everything at current frame (this is not the only case)). Is it even…
I ran some render tests and some of the ambient shadows were too strong(the metal piece at the bottom of the sheath, for example), but that was just because the object weren't close enough to eachother. The rest of the model was fine, so I decided to move on to texturing. I also prepared an ID map to have an easier time…
Hello people! This is my first post on this forum and i'd like to show the last project i been working for an indie game is currently in development (http://lcqstudios.com/). My tasks on this project consisted in making the Rider character from scratch and also the Bike (high poly modeling, low poly, retopology, texturing…
Hello people! This is my first post on this forum and i'd like to show the last project i been working for an indie game is currently in development (http://lcqstudios.com/). My tasks on this project consisted in making the Rider character from scratch and also the Bike (high poly modeling, low poly, retopology, texturing…
Well besides the questions of optimization my only concern was that when World Machine processes a map for UE4 its kind of unusable. The terrain works for a game like PUBG because its just a battle royal with many players. But a level design for a game like skyrim is a completely different beast. The compact level design…
UPDATE 11 I've had a bit of a pause on this project, but I am back on it for some time! Most of the code was re-written with more scalable structure. That allowed me to get in some nice features like more weapons, AI reactions and most importantly for this thread about 3D a destructible environment. There ain't much of it…
"Honestly not sure why sub-d still alive" Because in actual day to day practice there are many models that are just an order of magnitude faster and more efficient to build in subdiv rather than in CAD, especially if the provided concept isn't a fully locked technical drawing and if the design will be subject to tweaks…
Hi, my name's Carina and the current project I'm working on is a game-ready asset of Kaneda's bike from Akira: I currently have most of the form/texture down and now just have to add some of the details like the handles, control panel, etc:
Like everyone said above, having something that isn't art related that you do on the side is a good distraction. I like to play the guitar and take day trips sometimes. Bike riding, photography, going for a light jog... stuff like that helps with "resetting" your creative juices.