I remember reading the sub-d thread a while back, and racer445 said something about doubling edge loops and how it makes sub-d models looks more professional, well, it's not just that, it's also practical. People asked and he didn't really show why you should, so I thought I'd share my findings. I don't know if this is…
Here is what has happened so far. Short background No studio work before the job I will talk about. I have been trying to get in as a 3D artist but since moving to the Seattle area. I was in need for something. I decided to take one of those jobs floating around I vowed never to take.... yes a tester, Visual Design Tester…
Hey guyse, I'm currently texturing this vehicle model I built. Some of you may recognize it. Here is the normal mapped version w/ diffuse only: Understandably it looks pretty bland, as I purposefully left the metal/paint fairly deconstrasted, wanting to bring out all the dynamic detail in the spec map. Well, here it is…
Hi Polycount! I’ve spent the last year obsessed with a single problem: Why do we need to take 50+ photos and wait for cloud processing just to capture the surface of a brick or a piece of wood? I’m developing Nack — an Android tool that uses Shape-from-Shading (SfS) to reconstruct geometry from a single flash photo. No…
I suggest you look at training websites like Digital Tutors for visualisation pieces. Creating a realistic render is a combination of several skills - modelling, lighting, texturing and then actually understanding the render settings to make the most of what you have in scene. In regard to Fade1's advice, I believe that's…
This sounds like it could be a lot of fun if there are
enough entries. The best thing about those past competitions was seeing the
sheer volume of work being done in a collective sense. (but even without the
domwar numbers, could still be fun!) I would agree that having some set limits would be a good
idea, whatever they…
For those of you who have been hiding under a rock, a few days ago Polycount officially withdrew from the Dominance War contest. Despite the bad news, the Polycount community was given some good news that we'll be hosting our very own contest. Since the announcement was made, we've worked hard to get this this contest off…
Hi, I hope the title is not too confusing! What I meant was: - I model the base meshes in Maya and for sculpting/texturing I place them next to each other and combine them to one asset. I'm also doing the UV mapping there so the combined mesh has no overlapping going on. - from there I export it to ZBrush and then to…
I've just created a tiling texture on the canvas and am trying to get a good normal map. I just used the simple brush and drug the normal material over everything but I can't seem to get a good map that isn't aliased to hell. Even with render/ best it's still pretty gnarly. Is there a setting I'm overlooking?