Nice! Yeah, those were formative years for me as well. I jumped onto Polycount sometime around 2001/2002. We were all dealing with normal mapping, trying to handle skin with blue-colored specular maps, and learning about subdivision surface modeling. Heady days!
Hello!My name is Károly Rosta, I am a hard-surface/prop and texture artist ( but sometimes I sculpt extinct animals too ).I have ~five years of experience in 3D modeling and ~three years of texturing (Substance). I'm primarily looking for a "long-term", remote job. ( freelance or full-time ) Skills: - Creating highly…
edit 1: embed pictures hello polycount i have been trying for the last 2 days to perfect my modelling on cylindrical surfaces, but i have hit a wall my high poly is always with some kind of artifact, regardless of the technique i tried, and i tried all the ones that i knew of, here is a list of those i tried and…
So i've been playing around with the more advance surface noise tools in the new release of Zbrush, however I still can't get the x/y/z angle/offset/scale controls to actually make any difference. I'm literally adjusting the slider and expecting to see it update but it dosn't seem to change. Anyone know if i'm missing a…
Nice writeups @Thanez, although apologies think I'm derailing this topic a bit but yeah I've dabbled with Blender's rounded edge shader which indeed does bear looking into for future reference, if the OP should wish to do so at some point. Anyway briefly vanilla workflow is imo fairly adequate in terms of most hard surface…
I'm making road medians but having trouble making the soil of the median tile because the border edges of all the soft surface places are hardened. Has anybody ever run into this and solved the issue before?
Hallo Im playing around with zbrush, and I have a question: I have a model and I use surface noise on the model and it looks nice, but when I export it to 3ds max the "niceness" is gone and it just look like the model I imported to zbrush. What to do?
I have some nice surface details on my sculpt, but i cant figure out how i could get some diffuse out of them.. heres a pic of what i mean: does anyone have any techniques to incorporate these in to the diffuse inside zbrush?
I'm trying to learn hard-surface modeling in max with Turbosmooth. My question is pretty much what the image says. Is there a better way to do this so that it doesn't pinch that way around the outside?