This looks really nice! One thing I noticed is your tires don't seem to bulge at the bottom where they press against the road or floor. Kind of makes the car look like it's floating. Also, the rims seem to be all perfectly aligned, but some could be rotated a bit for realism?
No worries... Almost. It is imported as an uncompressed normal map. My preferred method, as I mentioned above, is to create the "flow maps" in 3dsmax. You take a plane with a regular top-down mapping and you start moving verts around, rotating, whatever. Then I created a script that automatically bakes the deformation down…
china will go to extraordinary lengths to censor things as well... They cloned NASIOC.com one of the biggest car forums in north america and censored every single post on the forums.. probably in the millions, I'd imagine so they can block the original seeing that it's a very large haven for car guys practicing free…
Hey guys, so I finished with the hair and wanted to do a
little breakdown of the process. --------------------------------------------------------------------------------------------------------------------------------------------------------------------- 1. So to begin with the idea here is to grow the hair from…
Good catch on the hands/feet guys! Thanks so much. I like easy tweaks. Dude duncan seeing the way you push the proportions on Chole totally makes me want to do that to him. It looks so awesome. I am not sure yet tho. It's tempting. It took me a while to make decent low(er) poly clothes. I build almost all of my clothes by…
So, I've noticed that some people tend to use a hand-painted gradient base across the entire model, as well as some ambient occlusion and edge-detection. Is that some sort of baking tool or plugin for Maya or 3DS Max that people use as base before actually painting the texture? Is there anything like that for Blender?
Hi all; I've decided to take the plunge and start posting my work publicly instead of letting it sit unseen in my folders. The above renders are based on Daven's art from the 2D conceptbank thread, so credit for the design goes to him. Comments and critique are appreciated - while I've been doing 3D modeling for a long…
The poses don't always have to match all the way through the pipeline. It might be more beneficial for artists to bend the arms in A pose and curl the fingers so they can be at the mid point of deformation like poopipe mentioned. But depending on the rigging system, that might be a nightmare to rig. I like to think of the…