Hello Polycounters! As promised, here is my sculpted bark texture tutorial. I hope this helps anyone who has had some trouble sculpting tileable bark. I would like to thank all the artists out there who take time out of their busy schedules to make tutorials like these. Artists like Scott Homer, Damien Lazarski, Alexandre…
Hello! After some requests, this is a breakdown and quick walkthrough of how i created the scifi corridor i recently finished. The scene is inspired by this scene: http://cghub.com/files/Image/103001-104000/103206/737_max.jpg Created by Sam Brown (thanks people in the community for pointing this out) This is my first…
[WIP ] #2 Sculpting Details in ZBrush, Retopology and Baking Hi again, I'm back with some updates. I had my family over so I couldn't post anything earlier but I'm back at it again! Here's where I stand with the project. Before I fully committed to sculpting everything I went back to Maya and refined the model to have it…
I think learning how to model in general would be the best place to start. Maya or Max, your choice, although in my opinion, I think Maya is easier. I'd just start with a bunch of intro videos on modeling random things. Don't worry about modeling for games right now, just learn the programs first. Make some cool shit for…
It's definitely not too late, but I would have seem other means of survival until you get going. It's not a fast process. It will take anywhere from a year to 3 years or more to get somewhere good. Also a ton of people even some people on polycount confuse there love for games for a desire to make them. Just to be upfront…
Hey 3Drobbo, I've worked on AAA titles and very few of them have full body normal mapped cars and my personal opinion is that normal mapping a whole car is a waste of time, how ever it really depends on the polycount. The current industry trend for this generation is a minimum of 16,000 polys for the exterior (including a…
Hello guys ! I just noticed a problem today on my meshes. It was not obvious but after seeing some visual artifacts (something similar to hard edges) and some weird polycount on the meshes imported in my UDK packages I started to investigate the problem. So, it looks like in UDK my binormals/tangent are doing some crazy…
This is tailored towards beginners or curious people -------------------------------------------------------------------------------------------------------------------------------------------------------- GENERAL INFOS1 - Yes, Cinema 4D works very well for a game workflow if you know your Software2 - No, you 99% won't get…
Hello, I'm making a trim sheet that I sculpted in Zbrush. However, I kept getting errors when I tried baking some maps in Substance Painter. The errors seemed to indicate that the mesh was too high-poly for my computer to handle, so I used the decimation master tool in Zbrush to get the poly count down. When I decimate my…
Hey @BIGTIMEMASTER , thanks for your answer ! I always try to find a solution by myself before coming to polycount. I did type that error into google and I obtained a few solutions, which I've tried, and they did not work (I was still getting the same error line and it was still impossible for me to have my door model back…