What would be the best way to UV Unwrap this model? I feel like there is an easier way to do this, I have hundreds of pieces of wood and stitching them one by one is a pain in the butt.
So yeah, I'm thinking of 3D printing one of my models. Which site is the best right now? Id also like that they would print the texture on it that I have made, if it's possible that is.
I've yet to find any kind of workflow for creating normal maps through sculpting, and this is one aspect I find utterly lacking in a lot of programs. Is Zbrush still the best option? I seem to recall that it requires a semi-complex setup with a plane, which I never quite figured out how to use.
What are the best mini-map systems you all have come across in games? Specifically ones that are always on a small portion of your screen, and have to account for Z (overlapping/layered level-but not space). Ones that don't require more than a glance to see whats up. Trying to get some inspiration here.
After all of these I did an animation for a sigil which was very different since it was the first time doing something as abstract as that. [ame=" https://www.youtube.com/watch?v=CstRD_mGAX4&list=UUfBGXzNLhEyuxzBRK2OthbA"]Frostborne Sigil - YouTube[/ame] The spiderling was a nice creature to revisit; [ame="…
Hey all. I'm just looking for some general advice on modelling technique and best practice. I'm relatively new to this, but not a complete beginner. I model mainly for games (using Unity), but this is more general advice I'm looking for. I was just wondering what the best practice is for having complete meshes, with every…
Greetings Polycounters! So I just finished this piece called "The East Manchurian Skyway" and as you can see, it's heavily inspired by Ian McQue's flying boat concepts, but with an added Chinese flavour, I textured this using Substance Painter, rendered in Marmoset and final composite in Photoshop. Texturing close-ups I…