Blog Entry #1 - Grass Objects For the past two weeks i've been working on vegetation. A slow process considering i'm overhauling everything! But I thought i'd start on the obvious and make some new grass. Step 1: The workflow for making my grass is a little time consuming initially. You start off by making a simple grass…
Find an inexpensive community college nearby and study art basics. Don't pay out the ass just to learn art basics somewhere. I'd try to avoid 30K in debt if possible. I'm not sure of the prices now, but art basics courses at a community college could be ~$400-600, which is much better vs. 30k. Use polycount or other…
I use headus a lot myself as well. The way I always did things was: - export several objects that need to share the same texture later as 1 OBJ file (sometimes up to 30 objects) - load it into Headus, get some coffee and spend to time on unwrapping all of them - in Uvlayout I group objects roughly together but I dont do…
Hi there EQ, thank you for taking the time to post here. Here are a few more thoughts : - First of all, I think that even in its current state Toolbag2 is already extremely Dota2-friendly. The only setup it requires from the artist is to export a model as OBJ, convert the individual channels of the Dota2 formatted TGAs…
Great the advice you've all shared here, its all been a great help! Last night I had an artist message me, asking for a bit of an update on this stuff. I'm far from the expert of any of this, but I ended up going in enough depth in my reply that I figured I'd post here also, for any new artists stumbling upon the thread.…
[ QUOTE ] Hi everyone I am still reading it only because I was unable to delete the entire thread. It was not constructive...and I must have come off wrong to some people and I didn't want that reflecting in some thread on a web site. I do not frequent this site...I was brand new, I don't do video game art nor am I seeking…
This is a topic that has been reoccuring lately and i thought putting the info in its own thread is a good idea. I will be showcasing a method i have been using for way over a decade now, in 3dsmax. Which is to my knowledge the only tool that allows me to do this. Please correct me if i am wrong, i'd love to have this…
Face-Weighted Normal Modelling Workflow for Large-Scale Environment Props Hi again. I'm going to use the jet engine that appears in my finished scene to give a run-through of the Face Weighted Normal method (FWN from here onward) used to model the large props. To see the FWN workflow in practice, check out Star…
@orangesky Thanks for the comment. Glad the write-ups have been enjoyable and informative. The short answer is: it depends. Context is really important because, even from a broad perspective, there's some significant differences between organic and hard surface modeling. While there's definitely some overlap in the…
or what I THINK they should do. the subject line wasn't that long hahah i've been thinking about this lately, and figgure i might as well make a post. lately i've been trying to post some replies to people in the P&P, but i haven't been doing it as regularly as i used to. i found kind of a strange thing after becoming a…