If you guys don't already follow #animonthly on twitter, there is some great stuff on there this month: https://twitter.com/search?q=#animonthly&src=typd
Well it’s really up to you the members to post your stuff, share your tech questions & findings. There’s just no community without direct involvement. Sometimes I wonder if I should be doing more community-promoting things around here… recaps, contests, interviews, etc. Adam did a bunch of this back when he was running…
I put this away for quite a while to work on animonthly. I've picked it back up and tried finishing it off. I think its improved drastically from the original, I'm going to leave it as it is for now and start the next loop, if you see anything wrong critique is always welcome and I can go back and fix it.…
Check the BiMonthly Challenge, they always have some cool props: https://polycount.com/discussion/237038/the-bi-monthly-environment-art-challenge-may-june-96
Firstly, @ZacD thank you for you clarification now i've another question that is related to that: Currently, I'm participating in the bimonthly challenge on Polycount and working on this environment: link of the concept: (https://www.artstation.com/artwork/QzxGL3) Is it better to use tiling material instead of a trimsheet…
Cool! time to give Z3 the usual bimonthly try :P I am wondering how this compares to Meshlab? But yeah the less apps the better. Also this should make Xnormal bakes *even* faster!!
Did this as part of the most recent bimonthly enviornment art challenge. Everything is handpainted and I did the renders in UE4! https://www.artstation.com/artwork/N59Ng1
I must have missed the memo! I agree that a bimonthly challenge is better suited for people who have jobs and still wanna work on this in their spare time. This was a rare occasion where I had almost 2 entire free weeks and so I'm almost done with my scene. I'll be patiently waiting for yours. :) @suspectlogic It's coming…
Hello, everybody! This has been tough. It is still not finished as I want to add some decals to place some bolts and some hard surface details, but I could not do this on time. It is rendered on eevee, later I'll render it on UE4. I'm pretty happy with the result so far and I could only do it with what I've learned from…