I've seen only a few Arrimus3D's videos, so I am not sure he spreads the 'all-quad' myth. Anyway his video regarding sub-d topology can be very useful, especially for newer modeler, and I think it will be good to know for them how to make a 'perfect' sub-d topology. Sub-d modeling is still widely used in a production…
The skins looking really good man loving it :D ya the teeth could use a SSS for the parts of the teeth that are kind of see through, and the gums look like a solid color right now addd some variaiton and I think it will blend in better. Other than that I absolutely love this :D dying to see it finished. P.S. I love her…
Bad choice, this affect Volume Light area =_=..... Everything is already mel scripted and more complex :D no I want to see other lights I didn't create with my tool. Not really... I already tried to parent lights to a group or Locator and then turn visibility to 0 but it affects the lights. Same with a layer and hiding the…
Toolbag uses Catmull-Clark sub-division. I'm not sure what sub-d technique Zbrush uses, but if it's a different smoothing algorithm that could explain discrepancies between the two applications. Additionally, Zbrush is capable of editing the mesh at each sub-d level, so if you're exporting level 0, you may not be including…
maybe some day will play dat shit :D thanks, man glad you like it :D yep i know about those seams... don`t now yet maybe i`ll model `em or simply add in normal map :poly121: closer to saturday sunday i`ll post big update :D but for now i need to solve other things...
Thats..just...wow. This looks awesome. The mood is nice! But I have few questions (as always :D :D ) 1. The branches are made by hand, or some script for placing branches ? Or it's Object Paint tool in Max? 2. Is this some special shader for foliage? Or pretty similar to this from D. Lazarski's tutorial? BTW: pine needles…
the models look pretty good for just starting :D to make the stuff really pop start making spec and normal maps for the models :D xnormal is a great tool for converting diffuse images into a normal map also if you could post up the wire frames of the models that would help the community crit how you build your meshes :)…
Question for someone who understands the tech: will this make it possable to do Catmull Clark SDS on the video card?. the idea of finally using sub D in games is pants wettingly fantastic. That and all the ram/fps it could save in 3D apps displaying SDS previews. [edit] The man in the presentation says its possible :D :D…
If someone asked me to bake that I'd be extremely enthusiastic .. about finding someone else to do it :D if the OP is determined - breaking it down into simpler volumes is the right place to start - eg. the hammer thingies (attached to the keys) are basically a solid mass when seen from a metre or two away, as is the…
Hey @ddgurto that's a great update! The scene already reads much better, good job on that! In the first image it's still a bit unclear to me which one the focal point should be. is it the ornamental wall or is it the pillar. Currently the sun is shining on both of them separately. I'd try to have a clear indication where…