Hey all. This is a project I've been working on for a little while now, and its something I'm not usually keen on attempting...That being more stylized character designs. This was originally going to be a pilot for a starship, but quickly evolved. Below was the first sketch I did for the character concept. CC welcome.
Hey Guys, I was wondering if anyone knows a super fancy or preferably easy way to align things such as spikes in a row quickly to a face normal, really getting sick of hand placing the damn things. Here's a example of what I'm taking about in the real world(his arm acc stuff)
Hey guys, I'm looking for some insight on rendering highpoly models within Max. I've tried searching all over the forums for that picture and link (i know that is super vague) that shows how to set it up - but no luck. i've tried making my own shaders but that fails pretty quickly. Thanks in advanced :)
lo guys. How would you go to create quickly a triangulated topology homogeneous with the rest of the scan in term of density, in place of that big ngon ? Actually i kinda do it manually with some tesselate and pro-optimizer. Maybe are there dedicated tools to fix 3d scans ? Thankyous
finally getting a couple of spare hours to myself, and with a burning desire to get down this Breughian peasant ogre that's been stuck in my head ... unfortunately it quickly devolved into this old paedo. Smoking jacket, spats, snuff films, glass of brandy, four poster bed. Gonna take it further if i get the time.
I personally prefer to work from my own concepts, or at least very heavily modify a concept. But if you're trying to land a job, work from a concept; you'll make more impressive work more quickly that way.
Here is an example I just modelled up quickly to better present the problem. The artifacty cube which is the one on the left, is the Maya cube. That's the best I could get it. The cube on the right is 3DSmax, and using the normal weighted modifier
Ged, yea, it works like an analog controller in that respect, meaning if you rotate a little, you turn slowly, if you turn more, you go faster. So it's possible to turn in place rather quickly if you like.
My first two job interviews were for stylized first person shooters. My entire portfolio was realism. While tailoring your portfolio helps, a good artist should be able to quickly apply their knowledge to another style.
Normally, I'd start by modeling the shape of the holes first, then just connect them and complete the parameter shape. Lately, seems like something shadowbox+clip brushes would quickly do in zbrush 4. Edit: My attempt.