Great Stuff guys love it :D Did some Materials in Substance Designer for Study , let me know what you think :D @JoshuaG Great Hardsurface modeling :D @Lucas Annunziata Nice texture https://www.artstation.com/artist/ahmetbluhm
MightyPea: Cause then i can use anti-aliasing and have a bigger resolution. And see how it really will be in the game engine. And share it. =D Well. Thank you all very much! ;D All of these answers worked out. Thanks again. :-D
Would love to see a more interesting shape on the big tree. The roots are nice, but floating. The main trunk is very straight, could be nice to make it a spiral or some other interesting shape, that complements the half-circle stage. For example, an old Juniper in Moab by Douglas Miller:
Hey been awhile super busy :D Some sketches as a break from 3D trying to be more active with drawing! :D half an hour to an hour so nothing finished haha. More color and more perspective on my target list! :D Dota 2 characters :)
Xenobond: Badass man! We should guild up! Purplepint: Wooo! I did a bit of the female high elf stuff, but the Kelari heads are mine :D :D yeah I said it! Crazyfingers: Dude, Ellery sits just around the corner :D Will say hi!!
I want to try using the Wrap3d / Texture XYZ workflow on a head sculpt, where it auto retopos your sculpt to one of their meshes so you can use all the texture maps but I'm not sure how I would put the head back onto the body whilst keep all the maps and same topology
So, after having concentrated on multiplayer level design for several years (and not accomplishing that much) I've had to look at what it is I really love to do and rethink where I want to go. I've always loved laying out areas, doing detail work, and shaping terrain, but lacking in 3d modeling (though I'm working on it.)…
People do not use sub-d's for the final low poly model. You need to be able to High poly model in sub-d's. So you can bake normal and AO maps from that. here's a sub-d highpoly model: RH_roboTrophy_render051310 by sprunghunt, on Flickr and here's the lowpoly:
(WONDERTOWN by DongLongDong) Saying bye to warm weather with a summer themed project to end off the year :D this one focused a lot on texturing work + playing with material nodes in Unreal until I got something that looked cartoony and bright without sacrificing my normal maps on the van
i did not check the quad high poly :D its the only way OBJ could export in max, not that i tried much :D just fix it :D maybe someone will upload fixed quad. But the Quad is also not necessary and only a gimmick, so i won't mess with it now