First of all I'm sorry for creating this thread again. I've read through all the previous threads on Polycount. The general consensus seems to be that the tool doesn't matter and the basic modeling techniques tend to be app-independent. Though having said that there are some tools which are objectively better for certain…
Hi guys! My name is Ricardo and i´m from Brazil. I will post a environment and development produced by me, called "Tech Undercity 2", to studying 3D and Level design. I used UDK about 2 years, and it is a great engine. With this work i intend to learn more things of UDK. I hope to use the directx11 but i don't know if my…
Hey, I'm an active ZBrush lover but I've run into some stuff that I hate doing over and over again, and other stuff I thought they should have added into r8. So I tried to make all those things as quickly as possible and that is what this plugin is about. I will also keep updating this as I run into more issues. My…
Running a test in Toolbag with test materials, I call it done and ready for final detail pass in Zbrush (ignore the knee pads thats just for simulation so i can add proper hard surface in Zbrush hehe) cheers
Hi. Does anyone know how to do it? Lets say I have a flat concave/convex polygon with N vertexes and I would like to project it on the surface of a mesh along some direction vector. Basically like a decal or imprint in pro-boolean. The result mesh should have the topology of the mesh on which proijection was done. Example…
I think the riot situation seems unique to the company for its extremes, not to say it doesn't happen elsewhere, just hasn't been publicised as much. The one thing that distinguishes the game industry from the rest of tech seems to be the fact that it is also a part of the entertainment industry, think film/television, so…
This looks like it is a mix of both issues: general anatomy/proportion problems (even if it is meant to be stylized) and the previously mentioned tendency to subdivide way too soon so that you are working with more polygons than needed. It's possible your basemesh might also be making things harder for you since the…
Yo m8, that's a big improvement you've got from the first to the second bust. I've noticed you have a tendency to give your characters a jutting chin. Notice how the jaws on all of your characters, at least those we can see from the profile and clearly determine that, have a jutting chin )the jaw is pushed forward). That…
Hard-surface; Model high poly. Duplicate, subdivide or freeze, pull out loops and touch up mesh to get low poly. Unwrap low. Export both to FBX (you'll have to Geometry > Freeze high poly mesh first).* Bake in xNormal (synced to engine).* Import FBX to game engine.* *If it's a tiling texture, I'll just bake straight up in…
The layout is fine (maybe a png for the logo), work is decent but I would advise to sit down for 2 weeks and push out some new things, your latest stuff is always your best stuff. Then do a hard selection, only show the best work. Also do you want to do characters or environment ? For the characters, definitely cut the…