Hi guys ! I just started modeling a character based on one of my concept. First, I want to finish the modeling part then I'll try to do hand painting textures and try to stay close to the 2D version. Here the concept : and the beginning of the Zbrush version :
Just a bit more modeling and texturing practice. This time an old American Family brand kitchen scale. Modeled in 3D Max 2017 and textured/rendered in Substance Painter 2/Iray. Recreated dial in Photoshop. Total poly count 30,000. Thanks for looking! Daf
Here's My first model! The Teams Balls, for Capture the Ball (CTF) The Brown one is the one for umm... well non team battles :p Ok so Blue ball (Model, Texture, Normal Map) Red - Brown - Working on characters, posting more later...
Hi! Perhaps share some more information how you implemented this in the material. It's likely I came across works of Alex on AS, but am unfamiliar with his tutorials/ specific workflow. Best attach files that allow re-producing the issue (zip and attach to post). If you don't want to share the whole model, isolate an area…
In the context of long thin triangles, it refers to the waste of shading processing when you have a surface that's not triangulated with care. As a necessary step, a GPU will process triangles in a way that is efficient when rendering the interior of triangles, but not so efficient when rendering the edges of triangles.…
Your cylinders all seem to have the same number of sides, regardless of their size. Thus, the base and the outer cylinder appear blocky, while the inner part has too many. 20 or 24 sides would probably work well for the outer cylinder, but the base might need as many as 32. The inner cylinder seems to contain a healthy…
We can't provide feedback without you posting screenshots of your model. Provide an image of both the shaded subdivided model, and the shaded wireframe of the unsubdivided model. For example:
Hey guys, i've recently finished modeling and texturing this Aimpoint PRO. I did all the modeling and UVing in Blender, took the highpoly to Zbrush for polishing and baked the maps using Marmoset Toolbag 4 to use in Substance Painter. Renders were also done in Toolbag 4. How do you like the result? You can find all…
Hello, We are a small indie studio called PolyDigtal. We operate remotely and have members based in England, Sweden, and Germany. Our game, The Facility, has been greenlit on Steam and we're hoping to release act one for early access in August. We're currently looking for a character modeller. Must have experience with…
We are currently looking for a 3D artist to mimic the style of Nintendo's Animal Crossing. This is a paid position. We are ready to pay you per model. If you are unsure what entails Animal Crossing art style, here is a texture map from one of the characters in the game: The texture map is rather simple and doesn't contain…