I'm not going to create a rock just to unwrap it and I don't have any examples sitting in front of me, if you wanted to post the mesh I could show you how I would stitch the pieces together to reduce the seams. But really it shouldn't matter how many seams you have when it comes to seam errors. even with a lot more seams…
Hi everyone! I'm looking to start another environment but I want to be smarter about how I plan my materials instead of just making unique materials for each mesh. I'm going to be making a modular scifi biodome and would like to be guided in the right direction as far as materials and material functions go for a modular…
Is there a nice workflow to take some of the shapes I created in NDO to reuse in DDO? At the moment, paths, for example, get destroyed when I convert a path to a layer. I'd want to take that path I just created and reuse that work to help me create a shape in my color id map to give that area a different color. This would…
I'll just diverge from the target once more to smooth things over here. I'm just spiteful Daz mate, I had no intentian to take it out on you or anyone else. What I should have made absolutely clear to begin with is that I've come to see the programs on a level playing field. There are things about each that make one better…
Hi guys, I'm an urban planning student. Most of my visuals are of exterior parts of the city (public squares, parks, streets etc) My goal is to make them as photo-realistic as possible. Would you mind to take a look at this latest render and suggest how I can improve on the realism Software: Sketchup Render engine: Vray…
i really dont get how you guys get so awsome bakes ( i see some faultys) But my bakes usually turns out like shit in Maya 2012 :P. I try to cut the UV's right, so the seams are barely visible. But some things just sucks!! Beautiful models and i love the bake. Want to see this babe textured!
Hey guys, how are you doing? It’s been a few days after my last post and I can say that I’m progressing at a good pace. I’m breathing this project almost 24x7. Watching medieval movies, games and looking for art in general that makes me remember this project. I can see the importance of trying to “live” in your environment…
Now days I usually do the boolean+zbrush method for high-poly and along side that method I get a low-poly "base" to work from when creating the low-poly. Super short rundown of high & low-poly: High-poly: Blockout to get general shape and scale of things > Start adding details etc (a lot of boolean is used) > Copy what…
There are a lot of factors... Hardware is probably one of the biggest. You can't just pop your 360 game disc in your PC and browse around. Back when the PC was the dominant hardware and piracy was restricted to making physical copies, developers just left the game bits sitting around out in the open. Now a lot of gamers…
This is derived from the Level Design Vs. Env. Artist thread. The topic here is creating textures for realistic art themes. Here's a quote from one of the replies from the above thread to get this discussion going. In my opinion using CGTextures or other libraries is a colossal time saver. Lots of companies - the majority…