check out this awesome caterpiller i photographed: I don't know what this thing is exactly but it looks like a poisenous caterpiller from space. I saw it crawling in my backyard in one of those anti-insect candle buckets. teehee! also check out this cool thread on fark:…
Some seriously cool new technology that's able to take the load off a main GPU and spread it evenly over any number and types of GPU's in your comp: http://www.anandtech.com/video/showdoc.aspx?i=3646&cp=4#comments Could skyrocket the average computer's graphics over a very short period of time. Edit: cleaning up typo
Hello! This is my final render using Toon Shader, still learning how to use it properly. Do you guys have any suggestion for me? Click link below if you want to see the animation :) ) https://www.youtube.com/watch?v=dP9yAdbX6hw Or Just Scroll down to see the preview image of the video :smile:
You can use a single modelling tool/package to cover the complete 3d modelling work-flow, but to speed up things, you often incoperate specialised tools. I doubt, that it would be the best idea to start with all potentially useful tools. As it seems you want to start with environment art, it would be a good idea to start…
Hey! Today I've been working on the hair. I started out by working with the basic shape I created last time. The only tools I used were Grab, and Smooth (Shift). It took some time, because I'm not completely comfortable in Mudbox. I managed to achieve something I'm happy with though, so I used the Spray tool to add details…
That's what i call time traveling :) and actually this feature is pretty cool. But since people use other more natural sculpting methods it was abandoned i guess. This is also available in other applications. Houdini has such tool, cinema4d, max (although very crappy, blobMesh)... (i'm not sure about maya or xsi but…
Chiming in as another avid vertex-extruder :) Extrude a vertex > split the resulting edge in two > move the resulting vertex to the desired location > bevel that vertex to get a perfect, evenly divided arc in space. And of course that's just one out of many other uses of that feature. Very cool stuff, and it's certainly…
I just managed to get the base done for our modular cave system. I built a pretty simple model kit that works with the UE grid. I´m also planning to figure out a faster way to generate cave systems, maybe with splines or procedural tools. Then I made a master material for rocks so they blend two different rock textures, a…
startin from the low is the most restricting horrible workflow on the planet.. i was doing some contract work and thought "it would be better" to start with the low.. it was horrible and took a lot longer and the finished models were all pretty craptastic ..because you were so limited by the constraintes of the low poly..…
@Sir_Dillon: Nice Blockout, your Ribcage looks very promising! I would love to see you do the characters! Character Art is way out of my league for now but I am sure they will look very cool. @Limewax: Unfortunatly I can´t be of much help but your materials look like a very good start to me. Maybe the sand is a bit to…