Hey guys! Here's a bridge I'm working on in order to learn modularity. When I am done, I am going to reuse the pieces to create something else (not sure what yet, but I'm thinking something along the lines of a courtyard). So far I have my model snapped together in UDK, and I am working on the textures. I am treating some…
I'm completely clueless when it comes to texturing pipeline, and unfortunately every tutorial I can find (Quixel or otherwise) is tech-specific (they explain the software, not the craft of UV'ing). I was hoping someone could at least help me put a word to some of these issues so that I can Google them further. My pipeline:…
Hi all, Complete noob here, and basically I'm involved in a project that's got me taking a crash course in the mod scene. I'm going to be working a project called GameFlood, which is an offshoot of Turbosquid.com. It's not public yet, but it's going to be heavily focused on the PC mod scene. Sorry if this is a repeat post…
Reference Image Attached. Hey Guys Im having a serious baking problem. I've been successful with it before but today I am getting some serious errors. In the image provided, You will see my low poly in gray and the high poly detail in Green. I am trying to bake floating geo. into normals but I get terrible results. I've…
[255,204,204] Just hit the numbers on a calculator. 255*.8=204. This works well for numbers under a value of 1 or floating point stuff. If the values are over 1 (as in the case with [1 4 1]) use something like this. 255/4=63.75 which I rounded to 64 (when I put it into marmoset it put it as 65, though I don't know why.…
It may fall under the same principle as lexical fatigue or semantic satiation, which is what happens when you see, or read a word over and over again and it doesn't look right or loses its meaning. I've yet to hear a term for it relating to art or animation however, as I assume it's the same thing as when 2d artists flip…
Hey everyone, thanks for the responses - there's a wide-range of insight here that is more than helpful! SO, in summary it's looking like texture resolution and the number of drawcalls should be considered when modeling while vertex count is something to be considered for hero assets and mobile games. I did not know that…
Hello All! Following up on this weeks post I'll be sharing my process and workflow on my most recent project I've done. It's a character called shovel Knight for the game of said character. I collaborated again with the same peron I worked with on the Nester project. As you can see there was no concept art needed. Much of…
I posted some renders on the Quixel tools group recently and got some requests of a breakdown. So here's a quick version sort of. For the rhododendron bush I wanted to go for as few overdraws as possible and therefore meshed out the entire bush. The idea was to take 3 screenshots of it and make a third LOD step using only…