Hi, currently i'm working on a stylized game ready robot for practice, and made this model in zbrush with zmodeler. what is the best pipeline to have a good result in baking the maps? continue with the highpoly and then do the retopo by hand, like organic models, or there is some approach that i can use this model already…
Hello, I'm creating a modular weapon build that features an optic with glass and I don't know how I should start. I've created a normal map that I'm satisfied with and am moving onto creating an occlusion map, but I don't know what I should do. I've created PBR textures before, but I've never made transparent materials and…
Hello everyone! Im still a noob with 3dsmax. I want to create a simple 3d background based on this image : I work with AutoCAD so I created this wall composed with polygons, for moving them in 3dsmax. Its not a plane, it has 1 unit of width. Ok, then I convert the whole object to a Editable poly, select its vertices and…
Hello, Want to rent a mentor to teach me modelling in modo, i have a basic understanding of how modo and 3D modelling works. I'm not the sefl-teach type. Live in London, free on evenings during the week and all day on weekends. Preferable someone with substance & marmoset toolbag experience as i want to learn those after…
With v-ray you can basically stack a bunch of materials in top of each other, and blend them together with the v-ray Blend material. Can you do something like this with Arnold?
There's not really enough there to critique at the moment. Im curious as to how will you be approaching this? Are you going to try to sculpt the head in zbrush or sculpt a reference mesh and use that the build a hard surface mesh (using extract/retopo/clipping brushes in ZBrush)?
I recently "dived" into mayas c++ api and oh god is that API complex and somehow weird -.- What I wanted to achieve is that I want to be able to draw guides onto a "live" mesh, like that: (that's about what i intend to achieve) I actually only need a little hint i don't want to ask for a full functioning code :D
I'm trying to sculpt some damage into this gun stock but I can't figure out how to get the same look that's in my references. All the tutorials I find online are for either stylized wood or wooden planks with lots of grain and rough, splintery fibers, which is not the look I'm going for. Can anyone help me out? Like, what…
How can I link an object (that should not deform) to a mesh with a morph modifier? So that when I morph the mesh to another position the object follows. I do not want to use skin wrap since this is for non-deformable objects like for example props as opposed to deformable clothes. I tried attachment constraint but it does…