Hey guys, This is my little tribute to Ghost in the Shell. I tried to recreate the geisha robot as close as I could to the one seen in a movie. Hope you like it. It was only a small project, but I thought it looked nice enough to put it here. Link to artstation: https://www.artstation.com/artwork/42Q4L
Hello, based on another post I made about the topic it was suggested to post about some rocks I created for the latest game I worked on. The game follows a semi stylised art direction which took a lot of trial and error to reach the result we have today. Here is a quick breakdown of the process I put in place. 1. Sculpting…
Vintage Shell Gas Pump (reference was refurbished one but going to doa grunged up version soon) marmoset viewer can be found here https://www.artstation.com/artwork/6vxJx ***Crit Verrrry Welcome** Thank you
http://screencast.com/t/Jvm8MUGnLU I want to be able to select only the faces that are inside a continous shell like this. any scripts or methods you guys can help me with? Thanks so much for any hints
Thanks for the advice! I've begun remodelling the shell for my church. This is the church design that I have decided to follow now. I can see the cross shape, and I have also researched the rooms that certain churches have, so I will be able to update soon on the shell.
Hey guys, i'm having this problem: I try to bake the maps and uv shells are visible. I 've imported the mesh in substance and marmoset and the seams are super visible. The mesh is imported in zbrush from maya, in zbrush there are no sims, but when i import the low poly mesh (the seams are visible from the start) and after…
Hi guys, I recently finished my Shell Modifier v2.0 for Maya. It's available now on Gumroad. https://vimeo.com/141424223 https://gumroad.com/l/shellmodv2 Greet, Janos "this old post header was edited to reflect the new ShellMod v2.0"
As of late, I've been in need of some spare cash, and I was advised that I should perhaps try selling some prints of my work on ebay. Though I wouldn't know where to start with pricing my own work. I mean, I'm not anywhere near a professional. So I would like a little feedback regarding how much you think I should hope to…
Hi, I want to create a general refraction shader based on physical laws like Snell's one. I alredy tried to transform his term n1 * sin(a) = n2 * sin(b) while n1 equals the IOR of the surrounding substance and n2 the IOR of the actual Object, a being the input degrees of the light and b the output degrees. (Source of my…