whatever route you choose it won't pay you return unless you go at it 100%. you should never take a risk you don't have to if the consequence is dire, but if you have to then it's fight to the death so don't fuck around. it's hard to get into AAA jobs and there isn't lot of security there anyway as far as I can tell. Just…
Hello guys, I am making a break from sticker creating and tried myself on a weapon finish. I started yesterday and made a quick concept. As always, I would love to hear your feedback :) http://steamcommunity.com/id/fiwa/myworkshopfiles/?appid=730 It all started with this: And very very late in the night ended with this:…
Hey y'all, last week I released a micro-game that I designed and build mostly by myself, I also produced a 20 minute "making-of" which you can watch below :) The game's called Project Hailstorm and you can find it on Steam here: https://store.steampowered.com/app/3388760/Project_Hailstorm/ Here's some assets and images…
This is a few giant steps above what you started with so nice work! But the edge still blends too abruptly almost as if it was swept into a pile. There aren't any big chunks breaking up the outer edge. The pile is pretty chaotic, which rubble should be, but it makes it hard to distinguish any of the pieces. The "doing more…
That is because I've modelled them to be functional like the rest of the lights. They look funny right now since the entire assembly is marked transparent due to some material overlap with the other lights on the car at the moment. I'll have that fixed once I manually make the alpha layer in Gimp. As for the lights I made…
So I am doing a bit of practise lately and throwing together quick one-hour shots of environments, mostly as practise. I have tons of ideas I know I will never build anyway, so I'm just quickly building things to see how it goes. Interesting workflow-experiment. Sofar I hve not used any kitbashing whatsoever, just built…
Hi friends, I am trying to make some modular wall pieces but I am stack with a strange problem. I have a cube for my low poly UV ed with the simplest way flat map and a Turbosmoothed version of that simple cube as my High poly. When I try to bake them in SP I get the following strange results. Anyone that can help please…
So I've done a bit of testing with normal maps in Unreal to see how optimal I could make my results, after testing different things for years. I've known about smoothing groups causing issues for normal maps for years. But only recently learned about how different engines use different tangent spaces and not all normal…
Thanks to everyone who commented on my other thread. Right now im feeling a bit bewildered at all manner of difficult things like soft vs hard edges, topology, baking. I've done 3D for several years but it was all very low poly and easy stuff where topology wasn't really an issue. I want to create a portfolio in the next 3…
Good afternoon, Looking at all the new screenshots coming out for upcoming games (Rise of the Tomb Raider, Uncharted 4 etc) I find the line is getting blurred as to being able to detect enviro assets uniquely baked or modelled with tiling textures. Is everything getting baked now? Before it was props and "hero" assets but…