I have had previously the Wacom Mobile Studio Pro, a Microsoft Surface Pro and an iPad Pro (wow, why so many pros!). The Mobile Studio Pro and the Surface Pro did not pan out as expected at all. It was really unfortunate, I expected better for the price point. I eventually settled for a good laptop and tablet combo for 3D,…
ownage all the way, I have worked with a few of their prints, getting them ready for mass production and whatnot. Their level of finish is always excellent, I have yet to see a bad print from Des... you might pay a bit more and wait a little longer, but it's worth it. for a primer to remove any printlines I suggest mister…
@trianglesqrt good going mate . Like your face XD . i think ripcage is a little bit wide, try to make it slimmer like in your reference ;) Yeah i converted my Ztool and added the anatomical proportion o the upper body in low res . but damn ...Hard surface anatomy is difficult , :confounded: i need to learn a lot about hard…
Hey guys, once again I am sorry for the delay, I keep on finding new ways to accomplish things and I'm always thinking of new ideas to add. The latest addition is the ability to add detail bumpmaps to your surfaces directly in world machine. This means you han get some ultra realistic shading and detail directly inside…
You definitely have some really, really solid hard surface modelling, and some pretty good texturing. What's going to make your life harder when looking for work is a lack of variety. There are certainly jobs out there that are just hard surface stuff, but most are going to want you to do organic environment assets as…
Hi, First off, PNGs do fully support alpha. The problem is how photoshop opens PNGs, it opens the alpha as "baked in" as apposed to a proper alpha channel like a TGA. We use PNGs for example content to keep the package size down. Secondly, the alpha in the specular map channel is the gloss map. Darker values = rougher or…
Only complaint I really have is that you have a cylindrical bomb strapped to a flat surface. Regardless of the straps, it can still pose a risk of falling off. In this pic, you can see that they're using a concave carrying platform, to nestle the bombs. Don't want those suckers dropping! :) Looks sharp though, nice work.…
The normal map, specifically on the gold, looks very procedural and boring. The concept shows very nice surface detail, pieces of the surface of the blade chipped off, etc. I see almost none of it on the model. The gold even looks like it has a cool web pattern in the concept, try sculpting that in zbrush. Take the noise…
Love the start of this so far, some great forms going on that wall! One nitpick is the light strip in the floor. As a design element it's really cool, but kind of odd they're protecting that wood floor with a glass surface but they cut it all up to install a light strip. Depends on the direction you want to take it, but…
Keep in mind that waves on the normal map are expected, it is the difference between the low poly and the high poly, it is how you get smooth surface on the final model. What is important isn't how the normal map looks by itself but how it looks when applied to the model and is in the engine. If you think of a normal map…