Working on a realistic scene (think Uncharted 4). Started with a base mesh, and the high poly is in process. I know how to retypologize/bake normals/etc. But I'm not sure how much detail I should put in the high poly version of the asset. Is this detailed enough or should I keep going? I could def add in lots more detail,…
So after 2,5+ years of studying 3d I got a job in the industry and can make some ok stuff. But until this moment what I was mostly doing is using blueprints or good references and modelling very closely to them. The only thing I did myself was this crossbow and vials and I'm not thrilled with results + the process was…
Hey Peeps! Wanted to ask your opinion, how do you think what is the process of making floating geometry for Doom Eternal? Do they model by hand those bedeled Hard Surface floaters and bake that into normal, or using some sort of Ndo tool, to fast create beveled shapes? For the best explanation, please watch this piece of…
Hello, any help with this has my thanks, I'm currently thinking up ideas of a scene to do as an environment piece in UDK. I want to have a robot in a room interacting with objects in the room but I want them to spawn in. I'm just not sure how to set all this up, the robot would then pick up the tube and place it in a…
After watching Quixel tutorials in youtube and browsing the web, I am still at a lost on how to do this. This will be my first time using Quixel for texturing. I polypainted in Zbrush and able to baked out the color vertex into my low poly using Topogun to use as my color ID for Quixel. I also have a separate polypaint in…
As an owner of several LCDs & Plasmas, I think I can offer perfectly legit points about both. This is ignoring price altogether. My current 42" Samsung Plasma in my living room was only $700 after shipping, so you can find a good LCD or Plasma for the same price. Plasma: Pros: Better colors Better black levels SD Content…
This is my first post on poly-count (so if this kind of post is already there please do let me know ). I have been trying to do some topology practices in free time. trying to do sub-d modeling in a weird way to build up more fast and better techniques .Basically to know how much do i know hard surface . lets cut to the…
Hi. This is my first post in polycount. I'm curretnly working in my graduation project(a 3d animation) and in most of my searches I ended up being redirected to this forum. I finally decided to register, being part of this commmunity. In my first topic, I'd like to know if any of you guys can clarify this matter: I've…
Hi everybody, I'm new here and also a newbie in 3d modelling despite I've been trying hard to model a gun for a videogame for a long time. This gun is a lebel 1886 M93 rifle, a bolt action rifle which in my opinion, is not that difficult. Nevertheless, I made like 3 models and the last one has been the best one since I was…
For instance I have Solid A and Solid B doing height blend. How can I add a subtle gradient to solid B to sink it beneath Solid A at one side ? I see gradients in mask stack but how can I multiply that gradient over layer height? Also why a height blend of just two layers in 4096 texture is so slow and unresponsive ? Does…