@Konras: Yeah 3dMax modifiers are quirky, one of the reasons why I don't use it. I can only recommend doing it as the last step to avoid those mess-ups. Edit normals in maya is also not that great (and by that I mean downright horrible). @Eduardo: Firstly, Mudbox, Zbrush and xNormal have nothing to do with it, since those…
Hello, My name is Adriano Portugal, Danarogon online. I'm the concept artist, graphic designer and leader of a small team that is currently developing a sci-fi horror mod for SOMA named DARK SIDE, which is heavily inspired by the classic Silent Hill games and the original Alien movie. We are trying our best to set the bar…
I need a 3D animated model of a boy who looks sort of like this: http://tsgk.captainn.net/sheets/snes/ghoulpatrol_profiles_sheet.png . It doesn't have to be exact, in fact I'd prefer it to be different though still retain enough features (like the 3D glasses) to be recognizable with that character. It will be used in a…
That's interesting. So by the time there were full 3D games on the PC, they'd either go with full skeletal animation or MD2-style vertex animation. There probably wasn't an intermediary period of PC games where they'd use this "hierarchical node animation with the segmented meshes" as we saw in consoles. The earliest…
Does anyone know if anything cool appeared in AI textures/ materials field? Ai normal and height map from photo? I tried recent Sampler and see no difference , still same blurry , soft, unspecific normal maps . Any better alternatives recently? I sort of lost my hope and stopped to invest my time but still wonder if anyone…
That looks lovely sofar. I went to Olympia a couple of weeks ago and saw the marble sculpture "Hermes of praxiteles". It seems like it would be good to look at for this project because of the s shaped bodyshape and materials. Good luck finishing it :)
Great stuff sofar. Just keep at it! :) Do some basics once in awhile as well, I recommend doing this one every now and then: https://s-media-cache-ak0.pinimg.com/736x/23/08/32/230832de29ff2ce9ae6d0b8956ebbedc.jpg
Here's an update on what I got sofar. Spent some time UVing and now I'm just starting the normal mapping process. Here are some quick renders with maya software. Critiques and comments muchly appreciated, as always.
Clothing sketch... sofar.... I actually kinda like it... but then again... I never really make clothes for my "monsters" soooo I'm a little inexperienced Suggestions are very welcome a little suggestion sketch is even better BTW, he/they reside in the sewers
In my experience those rocky textures from examples like those are repeating like hell and nothing helps to cover/hide it. For some reason SD is not quite comfortable to make anything bigger than 4x4 meters . And they are always missing something. Proper dirt/twigs/moss/twigs accumulation which both SD and Alchemist often…