Modern workflow for a character is to: a.) create a basemesh. b.) Sculpt the high-poly details into that basemesh. c.) create a new animation ready mesh that matches the silhouette of your high-poly sculpt. d.) bake the high-poly information down into a low-res mesh. Right now you are at step A. The basemesh you are…
Wouldn't it be great if during crunch the exec's and managers were required not to cut there finger nails. I wonder how long and how often they would decide to crunch then. What are some things you'd like to have happen on your next crunch?
That's an awesome vase, I love it! About the shader, I'm late to the game but I might be able to help. Disclaimer: I'm an illustrator, not a 3D artist. I put something together in Blender, it got plenty room for improvement but I think it's enough to explain what and why. Let me know if you want the file to play with it.…
Hey Polycount, I've been working on an Unreal 4 scene based on this concept for the past couple months now. I've got one month left to reach the finish before summer hits so that I can use it in my next demo reel! I'm trying to hit a realistic style somewhat realistic style and include a variety of surfaces/props to test…
Current Status: Hey everyone, so as many of you know theres a 3D character art contest going on at cubebrush : Art War 3D https://forums.cubebrush.co/t/cubebrush-art-war-3d/1546 And I figured creating a progress thread here would be great considering the last character contest polycount had, there was so much great…
Yes, I am talking exactly about this workflow: https://polycount.com/discussion/168610/3ds-max-zbrush-proboolean-dynamesh-hardsurface-workflow-tutorial/p1 I came from Max to Maya to Blender. In blender you also can keep your booleans as modificators and change amount of edges later, that is main reason why I decided to…
Updates.... I've finally decided on saddle reference. I'm going to go with something inspired from these two.... Creating lowres topology in Zbrush with Dynamesh, Zremesher and Zmodeler: For the saddle I started with a basic oval shape, and sculpted out the saddle form using the clip, move, and crease brush (with alpha 38…
@elfennani Cool update! I think the render is currently a bit too dark and low contrast. To counter that, you could try increasing the light's intensity and make sure that the values of the albedo textures are not too dark (use values of processed PBR scans as a reference?). Additionally, light could come from offscreen…
Thanks for the great advices you great people :D One last question. How do you prefer to create your diffuse maps ? The main reason I stuck to ZBRush for baking was being able to create both normal map and diffuse map in one pass. Of course I used Photoshop whenever necessary but that looked really... convenient. So.. you…
Role Title: 3D Artist Full Time and Freelance Positions Location: Flexible/Remote Salary: Dependant on experience Rendezverse is defining the future of the B2B events and conferencing marketplace. Having raised over $4m in early stage funding we are accelerating our growth to meet the needs of an established global client…