Development First Piece Mesoamerican Scene Planning: - Miro Starting my planning with the Miro software. Using the Mood board approach of dotting my ideas, organizing myself with what needs to be done is a good strategy and stopped me in getting carried away and doing things on the fly e.g. creating without reference etc.…
Block it out based on blueprints, then match 3d to the photos. The thing to remember about this era of model making for film/TV is that it involves a lot of kitbashing, with different materials. If the model maker discovered that they could make that 'sphere' with 2 plastic bowls and some trim detail - and it looked good…
Very busy with pre-prod vertical slice stuff but here's a quick update, room is finished now with decals placed and some basic lighting by me. Our lighting artist is going to work her magic. The only thing it needs is clutter less fog Here it is with proper lighting done by Keziah Pereira, it really makes a huge…
Hi everyone. I've completed a prototype of a turn-based iOS strategy game with programmer art. I need help from an artist to finish it! About the game The game is called Pocket Lords. It's a 2D, turn-based strategy game in a medieval setting. The campaign map portion of the game is heavily influenced by the Total War…
I've been using UberVertCount to get the smoothing, UV and position verts for my models. Max Script: http://www.ericchadwick.com/examples/files/HaywoodTools-UberVertCount.mcr Suprised Eric hasn't dropped this down already. It's a really nice tool, even if just for understanding, it's great to see what the real vert count…
Hello, I've seen 3d environment's textures that uses two set of textures: 1. The basic diffuse texture per object 2. A baked alpha shadow map for large sections of a scene including several objects per area all fully unwrapped. My question is how are these two maps put together in an engine in runtime. Normally I bake…
During this session I've baked some Ambient Occlusion maps, and started texturing. I was going to use two techniques to do it in Maya, one to transfer details from a high poly mesh to a low poly one, and one to just bake a map for a low poly mesh. I started out with the high to low poly one. Using Transfer Maps, I can…
those are dynamic shadows. the editor hides them once the object gets too far away from the camera. if you want "real" shadows you need to bake them. 1. make sure the model you exported has 2 unwrap channels, 1 for textures and the 2nd as a unique unwrap for shadows. (if your asset doesnt have a 2nd unwrap and you cant get…
I am learning some basic programming on the side of modeling/sculpting these days. I am interested in a few things concerned with vehicles and choices developers make when programming them. Ive notice that Ubisoft got really good vehicle code in The Crew, but GR Wildlands and partly Watch Dogs 2 has poor physics…
I've been working on a 3D model/sculpt of a cat but I feel like it just doesn't look right - like something's missing/off. Is there somewhere/someone I can send it to who can help me? I want someone to take a look at it and help me revise/edit the model to get it right. This is my first attempt at modelling and I used…