Hey bud. This is MUCH better than the last image I saw. Still a ways to go, though. Some things to consider: 1) where is your skin color variation? Try darkening the skin on the back and lightening areas that won't see the sun as much. If he's hunched over when he walks, the skin on his chest wont get as much sun as the…
Hey man I know exactly how you feel. My anxiety hits me early in the morning and sometimes wakes me up way before I'm supposed to and the lack of sleep just compounds the problem. -Getting help and even just talking to trusted people about it really helps out. Here's what I do: - 1 Excedrin PM before bed...enough to get a…
Hi all so since I ride the commuter rail into Boston everyday I figured I'd try and model the train I sit in. Here are my progress pics. Feel free to let me know what I can do to up the quality. Still early WIP as I haven't touched it for a month or so.
Hi 7CGI team! Thanks for the warm welcome — it’s great to connect. What sets you apart is your dedication to collaborative and precise 3D visualization. Your comprehensive suite of services, spanning from photorealistic interior and exterior renderings to intricate product and floor plan visualizations, demonstrates a of…
Hey guys. I'm in the middle of making some map models for my level, and rock has come into play. I have quite a lrage section that will be rock, however when i do the model I get quite a bit of stretching on the texture due to odd UV points. Does anybody have any tips for making better rock models that don't map quite so…
Assuming you're targeting modern hardware (series S or better ) If you're using Nanite it doesn't matter If you're not using Nanite it still doesn't really matter. There are only two things you really need to worry about: Memory footprint - a mesh with more vertices takes up more memory than ones with less. This is only a…
I am sort of in a predicament between bad normal map but good AO or good AO but bad normal map. I either make my "high bake object" lower poly and my AO map has terrible lines and when I increase the poly count of my "high bake object", the bad AO map lines go away but now the beveled edges from the normal map look…
ahah yeah, it's something i have caught in the last couple of days because i had a problem with a mesh shading. It's really.... bad in maya to have to work with virtually inexistent edges.
Hey Guys, Im working on a colt 45 and I some of my parts are attached. Is floating geometry acceptable in the industry? The hammer slot is detached because if I Connect it, it will give me this nasty NGon I just couldn't get rid of. So I detached it, deleted extra verts and reattached it. Is that okay? Here's some pics The…