artquest polycounter lvl 7

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artquest
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  • [1.98 mb. am i reading this right? my moderator peepers aren't what they used to be.] Working on a new fantasy knight Character, Trying to push Marmoset Toolbag 3 to it's limits! It's a realtime character but with full xgen peach fuzz and geometry …
  • jwills said: I never noticed how big Illidan was xD Great work!!! Me too! I think they modified his proportions a lot for heroes of the storm. He totally looks like the hulk instead of the more agile build he has in WoW.
  • Awesome! I always wanted to do this exact thing with the lego explorians and blacktron lego themes! Really exciting to see someone doing this.
  • Starting 2017 off with a blizz Burning Legion doodle
  • Just a bit of legion fan art Dreadlords FTW! (3d quick sculpt based on blizz concept art (not sure but I think done by Ryan Metcalf?!))   
  • Hi all! so im pretty new to SD... I'm looking for a way to create panels in substance designer at a large scale that look like they were painted in batches and then assembled onto a hull so they have slight color variations per panel group but not t…
  • EDIT: the search function got me lol... meant to post this in the substance sticky in tech talk... Hi all! so im pretty new to SD... I'm looking for a way to create panels in substance designer at a large scale that look like they were painted in b…
  • Thanks throttlekitty. I've managed to come up with a janky but working method to bend along a curved wall of any degree curvature. the process looks like this: - Select the curved geometry, duplicate it and move the duplicate to world origin.  - us…
  • pixelpatron said: artquest said: pixelpatron said: So there is no control on the crispness of the edges it generates? This could be amazing.....if we had control over that. There is control, it just isn't exposed yet. …
  • ZacD said: I just really hate the idea of using a $200 device maybe once a year. I'd gladly pay $40 to rent one for a day or take my monitor to a techstore (I know they calibrate to the lighting enviroment but it'd be better than nothing, I wan…
  • Ohhh snap! (lol) that works perfectly :pleased: Honestly the last remembered axis thing has bit me in the ass on more then one occasion. Does anyone find it useful? I get stuck in a single axis with the tweak mode instead of being free pretty often.
  • Kwramm said: oglu said: isnt legacy pictures owned by a chinese investor.? think they will make the second one work for china... It belongs to Wanda, which is one of China's biggest companies, which also owns many cinemas. Over th…
  • If you are texturing in substance painter, nothing can beat baking in there as well
  • CandyStripes05 said: slipsius said: But I feel like it would have been better if the humans were CG as well. The reason the game feels so great with the large armour is because the humans themselves have exaggerated proportions. Having t…
  • lefix said: The actual number is probably lower. I think people who actively hang out on Polycount and other communities are more informed about software than your average artist. My coworkers didn't even know about Modo, 3D Coat, Quixel or Sub…
  • So close to release in the USA! I'm going to see this in IMAX. Anyone else pumped for this slightly cheezy, bright colored, and probably ridicoulus movie that encompasses everything lovable about warcraft?  I know it's getting bad reviews right no…
  • beefaroni said: Yea, this route also gives a bit more stability for artists in all studios, which is fantastic. I think Blizzards approach is perfect. Introduce cosmetic-only features into a game in order to gain more money back on production a…
  •  Just wanted to drop in here and say that I totally agree that XSI is the king of modeling and the good news is that the same developers of XSI who made a lot of the really great tools that we all love are now developing Maya. If you notice 2016 ex…
  • @dtschultz have they fixed the performance issues yet? I found a heavy-ish scene to start to slow down fairly quickily. Felt like building/designing a whole asset in that app would get super slow. I'm very interested in using it for hard surface tho…
  • Tidal Blast said: pior said: If the addition of a normal map and PBR texturing is ''a lot has changed'', then yes a lot has changed. Otherwise, it's pretty much the same. (GTA screenshots) Well ... On the game design and animation sid…
  • Campi said: I have been a Mari User for a long time - even before it was released in Version 1 and was in Alpha. I was for the longest time the biggest fan of it. So much so that I spend months and months on Mari Extension Pack coding. By now M…
  • Hey all, just wanted to necro this thread since there have been some official sites with cross polarized photography for games popping up lately. http://texturing.xyz/ and of course this awesome site: http://www.3dscanstore.com/index.php?route=co…
  • I think as a forum primarily consisting of modelers and texture artists we tend to forget what the main factors are when it comes to making the choice of studio wide software. Your entire pipeline is dictated by the choice of a hub software. And t…
  • Steppenwolf said: artquest said: Meloncov said: Steppenwolf said: Honestly it looks like they just ran their photos through Bitmap2Material and didn't even put much effort into getting the best result. They …
  • beefaroni said: Use whatever you're comfortable with to create awesome artwork + a great portfolio. Having a bunch of average artwork and knowing 100 modelling packages won't help you. I literally had 0 experience with 3ds Max before my first …
  • rayle1112 said: I'm wondering if anyone has a good workflow for baking multiple UV tiles or UDIMs? I have tried xNormal, Knald, Substance and I've had no success so far. mightybake! http://www.mightybake.com/
  • thomasp said: artquest said: The texture size you are working with May not have enough pixels to match exactly across seams. I have this issue in substance painter on occasion too.  i'm not sure if we mean the same thing he…
  • thomasp said: yeah no chance they will suddenly turn mudbox around. i've only seen sculpting features make it into maya though (and pretty clunky feeling ones at that). i've never actually used the sculpting part of mudbox to this day. aaaaan…
  • CreativeSheep said: Autodesk could have expanded so much with painting in Mudbox, the doors were and still are wide open for Mudbox instead they neglect a gem they posses.  We all know if Skymatter still had Mudbox in their possession they woul…
  • MagicSugar said: pior said: To put it simply : regardless of how powerful Mari is with large datasets, in order for it to be competitive for game art it will need two things: 1 - The ability to setup a normal/roughness/metalness/albe…
  • Meloncov said: Steppenwolf said: Honestly it looks like they just ran their photos through Bitmap2Material and didn't even put much effort into getting the best result. They say nearly as much in the promotional video (except…
  • 0xffff said: Quite tempted to write a god damn essay to clarify this stuff, but don't have the time or required effort available right now. We tried using a fully linear texture pipeline at my studio and suffice to say : it isn't good, don't do…
  • z3phon said: artquest said: That's something that you literally cannot do in any other software on the market (paint seemlessly across multiple 8K or 16K textures). But if you don't need to do that... I don't know why you would want to use…
  • Thane- said: I really like the way masks are made with that node based system, but what does Mari do that Substance doesn't? If you watched that video of Chappie, i feel like Quixel could generate that lovely dusty paint texture with one button…
  • JedTheKrampus said: @jgreasley Hey, a couple of bug reports/feature requests here. First, sometimes Mari detects low memory status incorrectly on Linux. For example I have 16 GB of RAM in my workstation, 6 GB is being used for actual programs, …
  • thomasp said: i had a play around with the procedural materials - very nice! was this added in versions later than 2.0? pretty sure the mari i was working with briefly back in the day did only have a bunch of basic presets for this stuff and no…
  • thomasp said: i had a play around with the procedural materials - very nice! was this added in versions later than 2.0? pretty sure the mari i was working with briefly back in the day did only have a bunch of basic presets for this stuff and no…
  • absolutely amazing stuff. I'm going to be using this from now on I think!
  • Grimwolf said: artquest said: There hasn't been very much marketing around it because it had no competition. And to a large extent it still doesn't there simply isn't another option if you need to do high end vfx texture painting on mo…
  • There hasn't been very much marketing around it because it had no competition. And to a large extent it still doesn't there simply isn't another option if you need to do high end vfx texture painting on more then 20+ UDIMS. Chances are if it's a cre…
  • No one uses mental ray anymore... Autodesk is killing it and putting Arnold with Maya (I'm assuming since they just bought solid angle.) Mental ray Pros: -free with maya - for the most part physically plausible materials. - A really nice layered m…
  • This looks amazing!! Can't wait to try it out. Random question... I also saw a little sneak peak of being able to use this tech for woven cloth in the demo video. Or are my eyes deceiving me? Can you guys elaborate on that at all? (around the 30 sec…
  • pixelpatron said: So there is no control on the crispness of the edges it generates? This could be amazing.....if we had control over that. There is control, it just isn't exposed yet. If you want a tight edge just go to the maya bevel …
  • Three65 said: Not sure if this can be done or not, but I am looking for a way in Mari to keep a tileable geometric pattern aligned across my geometry. I have tried using a procedural texture layer, however since my UVs are not all facing the sa…
  • ericktjoe said: Thanks, works nicely. Too much fun and I overdid it with complex geo plus lots of n-gons and it crashed  I need to update the script. I think in the first version it keeps smooth preview turned on when adding bevels. Whi…
  • CreativeSheep said: Maybe he will expand on this tool. I just added automatic UVs based on hard edges as well. The only use case it fails on so far is a cylinder since it's kind of rare that you want to bevel anything but the caps. 
  • beefaroni said: Wow you have to be kidding me. I had no idea they added "D" as a hotkey. I had set to edge and set to face and custom axis orientation toggle as a new hotbox.  LOL It's soo epic now. D + shift click matches pivot positio…
  • beefaroni said: Got a bit annoyed that it took so long to access custom Axis Orientation so I made this quick quick script to add to a hotbox to reactivate custom axis. manipScaleContext -e -mode 6 Scale; manipMoveContext -e -mode 6 Move; …
  • They changed the selection code quite a bit. in 90% of cases it's infinitely better. This seems to be a part of the 10% thats bad lol! Also if you want to clear creases you could aways just use my script Since it's a toggle it will clear all crease…