I have modeled this chair for a VR project, Please tell me your opinion and feedbacks :D For the ful project and Sketchfab: https://www.artstation.com/artwork/BNQkA
Sculpted in Zbrush to get Ambient oclusion and normal.. Doesn this still count as Hand Painted Texture ? [sketchfab]5587c696edf64223ba7de71986e34d72[/sketchfab]
Hi, I am working on Game-ready assets focusing around realistic texturing and hard surface modeling. 1 x 2k texture set with PBR metallic/roughness workflow. All images are rendered in Marmoset Toolbag. https://www.artstation.com/vikaskmodel
Hey guys i am in the process of taking one of my portfolio peices and fixing it up im going to post the concept and what i started with, and what i have so far
How would one do this? Make a cube, scale it and use vertex to drag araund to get the plank-shapes? Im looking for a way to model something like this: http://www.turbosquid.com/3d-models/3dsmax-modo-sculpt-photorealistic/888182 I own MODO-Indie, so I hope its possible to do it in the indie version too.
Here is a small project that I started a couple days ago after I watched a couple of tutorials on UVW Unwrapping. I decided to use crates because I thought they would be a small step up from a normal cube. Please let me know what you think! Thanks.
Been working on this sniper for the better part of two weeks. Just finished up the modeling and moving onto UVs and textures. If there is any C&C please don't hesitate. I did a different sling and a different muzzle brake. I couldn't get the brake the way that the concept showed so I designed a different one.
I'm new to this wonderful piece of software and I've had a lot of fun making various substances so far. But I seem quite stumped by wood, of all things. I keep running into trouble making a good vein pattern that looks half-decent even while tiled. Have a look at the example here. I could totally use some help to…