Hello, I'm new to Polycount so I hope I'm doing this feedback thing right :) Recently I applied for a 3D Artist job and I had to do this assigment: creating a mid poly ( under 20k tris) 3D model of Peterbilt Cabover truck with Diffuse, Roughness and Metallic maps for a mobile game. I ultimately didn't get the offer, so I'd…
Hello guys, I found one pretty cool app and i have been using it for a few weeks. It`s really helpful tiny program . It reminds you after 45 min for example that you need a 10 min break with pooping window on all monitors , which stays 10min , and after the break is over you can start working again and the process repeats…
I highly recommend reading these articles as well, on procedural material generation and theory. https://80.lv/articles/creating-an-assault-rifle-in-sunstance-3d-painter-and-unreal-engine-5 https://80.lv/articles/how-to-texture-worn-out-sniper-scope-in-substance-3d-painter
Nice work, this looks really sweet! If you’re open to feedback at this late stage, your presentations/flats could potentially benefit from some changes. The three-sword image is a bit confusing. The front and back views look like they have different lighting; this could be because you painted some lighting into the color…
Since the Concept tag Tread seems to work nice i thought why not having a sculpt tag tread too with about the same rules anyway heresa rough creature with bad proportions :D http://dl.dropbox.com/u/1484680/scult%20tag/klonga%20feet.sc1
@gnoop for sure! I've found the same, leverage procedural stuff for quick results but polish there is brutal, it's just so much easier to finalize in ZBrush. I'm usually sending things back and forth. I really enjoy starting tileables with sculpted heighmask chunks from zbrush. Then I'll usually have to paint stuff out.…
Ok, so i deleted half of the treads and am just unwrapping one half, so that, as you guys say I can get more definition and detail in. The normal map now looks like this: http://img859.imageshack.us/img859/8900/lowpolynormalsxnormalno.jpg Looking at the two main elements on it (left hand side and bottom right) I can see…
my blendshape for the elbow deformation completely breaks if the arm isn't set in a T-pose.Do I seriously have to create corrective blendshapes for each edge case? Is there a way for me to disable/modify it when the shoulder joint isn't in a neutral T-pose position? I have heard about plugins such as mrgear and RBF…
hi my friends. i want to make some breaking effect on my glass( i textureing old wall clock and want break some part of glass) but i realy don't have idea. if you tell me or give me linc i becom mercy. tnx
Hello! I'm making a character with dreads. He's going to be a full character eventually, and he's actually a character from a book that maybe you'll know. Here's what I have so far. I messed around with fibermesh forever and finally ended up with something I was happy with, and then totally ignored the fibermesh when I…