Resetting Xform does squat. Flipping the green channel made it render proper for the most part, but there's still all that weird noise when I view it using DirectX. Viewing the model+map through a render looks ok, but I can still see the smoothing groups and the map looks pretty flat. Again, thanks for the help. I think…
Hi guys! I found out that after I add thickness to my clothes and then click "Create UV Shell" to split inside and outside parts , thinkness part splitted in some weird way, I showed it on video here: https://drive.google.com/file/d/1mdj-DCoIsobDJUu6qX9wcOXNKf2ZBs1S/view?usp=sharing Would be so thankful if somebody know…
I wanted to post some more progress. Thanksgiving week was busy with lots of things not being work, but I've gotten back on it and am moving forward. I've gotten the vast majorty of the fuselage done now. I'd really love to go in and get all the tiny details, because that's what I feel, in the end, makes a good model…
Hey all! Back again. I attempted some posing with the bad rig just to test it out. Even if it was a good starting point, I decided to start the rig over again like said previously, just to integrate the right workflow. So I reused the bad rig as a base, and made the needed changes, plus some additional bones for the Katana…
Hi everyone, I am primarily a 3D artist and texturer with a big interest in technical stuff that relates to art. some of you may know my dissertation on batching - I found this highly interesting and found out more stuff that was unrelated and thus not needed. this included the transform bottleneck of transform bound or…
My tutorial writing skills are no where near where they should be. Re-reading it I think I can make it much clearer. I'll take another stab at it. 1) Plot your hair guides using splines. Align your splines so they will form poly strips. For the purpose of this example it will look as simple as 3. 2) Select the first spline…
a sneak peak of the cinematic character I have been working on, this is my come back to 3D after a year and half was wasted in the army, now I'm trying to push my limits a little bit and achieve some realism, I will publish the full character soon, stay tuned.... done using 3Ds Max + Zbrush + Mari + Photoshop + Vray view…
Hey guys, I've decided to start an hourly session of modeling before going to work each day. I'm starting with the talented Alex Jessup's concept of his HK G56. All credit to him. My plan is to spend no more than an hour on these models a day and continue working on my other larger projects in the evenings and weekends.…
Hello folks, this is my last work. I hope you enjoy. Weapon ARH-42. Model intended for game version. Softwares: Autodesk Maya 8.5, Adobe Photoshop CS4, Xnormal, Marmoset Toolbag Concept Art by: Alexey Pyatov This image has been resized. Click this bar to view the full image. The original image is sized 1200x636 and weights…
Here's a concept machinery level I recently completed for UE4. All assets were initially modeled low poly (no hi-poly work or normal map bakes), normal maps and material ID maps were painted in nDo and 3D Coat, and final texturing was completed in Substance Designer 4. You can view the entire image sequence on my website,…