Thanks Eric, appreciate that. And sure, I can do that. This is pure high poly rendered with vray. I started with a rough blockout. Then I started creating wall cladding for all the surfaces using just one plank rotated about 7,5 degrees and with local transform on I just copy it straight up so I get full surfaces. The…
So disclaimer: I have no idea how Fusion works...but for the sake of spit-balling some ideas that may help: Can you export the fusion model in separate chunks so that the remesher has an easier time? Then just boolean the results where needed with some small manual cleanup. It looks like your model is mostly primitives…
@b_beauchamp For the labels I duplicated my glass mesh in my 3d package, scaled it up a tiny bit, and then UV'd the texture of the label where I wanted it to be on the surface. I then used multi-cut to cut around the label on the mesh and deleted the extra geo. I did this for each label. So basically they're just mesh…
Really lovely and cute work. However, I think you can improve some of your surfacing. Like for example the iris of your dog's eye isn't perfectly round. It's most apparent on the horse; There's a lot of bulges and intersections that are a bit icky. Not everything has to be perfect, but your work mostly consist of…
Aside from manual modeling in Maya/Max/Modo/Blender, PiXYZ is a newer option purpose built for just this. It's a procedural tool for turning CAD surfaces into optimized polygon meshes. It's very good for what it does, though I still find myself needing to do bits and pieces of manual cleanup. You can also use Simplygon in…
Great explanation by obscura. A vdm is like a normal map texture in that it is xyz to RGB data encoded in the file. They are generally used with a subdivided mesh. From PIXAR: Vector maps are 32bit colour files which are used to perform accurate vertex displacement. This 3d displacement can even overhang other surface…
sometimes, image search takes hours....but definitelly worth of it Making a nice and detailed tank is great portfolio piece, but you will have to learn how to model with hard surface technique within using edgeloops, subsurf (in max afaik its turbosmoothh) and making all the edges nice and smooth and no sharp as you have…
@sacboi I used standard highpoly->low poly workflow. Modeled base mesh first, duplicated it, applied bevels on the edges, converted smooth mesh preview to polygons to get high poly. I imported HP to Zbrush to relax the edges since some were too sharp, as I mentioned in a post above. I used base mesh for low poly, deleted…
Hi there! Little suggestion to help you out. Currently most of your mesh, especially the armor look kind of ''muddy'' This happens a lot when trying to work on a mesh that is too highrez. Seems like you are currently not using any basemesh and stuff that should be kind of hard surface and polished surface look very organic…
Looks good man, looks like you stuck to the concept really closely. The only critique I have for you is the blue light is a little jarring, I just have a hard time believing that the moon light would be that harsh. Most natural light diffuses through each surface in passing, i.e. the blue would be really intense on direct…