I'm somewhat new, and I apologize if this is a stupid question. I have a lot of small props in a scene I'm working on, and I want to know if it's good practice to combine the UV maps for things like that. I also don't know if I'm phrasing my question right. I want to know if it's best to keep them separate, or if it's seen…
I need to scale an entire scene down in max 2009 from 0,0,0. Usually this wouldn't be a big deal, but there are skinned and animated objects in it with IK solvers and the like. Need to do this with multiple files without breaking anything. Ideas?
I'm building this scene for a portfolio piece. This is meant to be a real-time asset, so I'm keeping it under 10,000 tris. Kind of got the Mirror's Edge bug, so that's the sort of vibe I'm aiming for. C&C Appreciated.
Hello polycounters, I made some low-poly assets for a game prototype and decided to put them together in a little scene. Tips and feedback are appreciated! Overview: Start of the road: Looking back: Small props: Bigger props:
Hey guys, i need some help to make this scene better any constructive crits would be appreciated. my lighting knowledge of udk isnt spectacular by any means, its being light by a dominant directional and a skylight
Hey everyone, This is just a small scifi corridor scene I've been working on. I've only blocked it out so far, but if you could give any crits to anything you see I'd love to hear them!
Hey everyone, this is Woodland Spirits Scene, my latest work. Based on League of Legends: Bard FanArt concept by Roman Guro. You can see the full project, here: https://www.artstation.com/artwork/Dxgq3o Have a nice day :)