Thanks for the references, Eric! One can definitely work on the welds more but I was mainly just forced on getting a good base. The brushes a lot of people use won't work too well in certain situations eg. grooves, crevices, edges, etc.
Hello Eric, Thanks so much for getting back to me! I really appreciate the resources you shared—they’re super helpful. I personally prefer the wintery one, as I feel it’s clearer and communicates the idea better. I’m still trying to wrap my head around the theory side of things—lighting, composition, and all that can be a…
@sacboi oh what da heck, i guess you just didn't want to post an incomplete entry cause of the interior? Awe man, but yeah for me i am okay with everyone coming back and posting their completed stuff, when they wanted & when they felt it was "good enough to post". If Eric doesn't have an issue with it, however perhaps…
Eric Geusz takes inspiration from random objects and turns them into space ships. It's a pretty neat method and you can come up with cool interstellar designs. Kind of a funny way of creating things too!…
I've used Eric's technique before for getting a heightmap to use in texturing. I comes in very handy for doing diffuse and specular maps. Check out Ror's recent thread in P&P for an example. I just put a temporary turbosmooth on the low poly before doing the render-to-texture for the heightmap. Like Eric said, it gets rid…
Could perhaps subtllely emphasize anatomical features of the skull? Hopefully without compromising your references stylistic aesthetic because I share Eric's sentiment, they're indeed beguiling creatures which from one brief encounter in the aussie bush, can most definitly attest too.
Hi Eric, Thank you for taking the time to respond. I will try opening the gTifs in work on monday to see the UV's in 3ds Max. I think, this is similar to what I am supposed to do...except I am to have one texture Atlas containing repeatable and non-repeatable textures. The first UV channel is to place the islands over the…
@Eric Chadwick - I dreamed I was being chased by a giant angry block of cheese, quite similar really :) @sacboi - I can't remember that much, but I came from Unreal Tournament forums originally I definitely remember the quake Skins era but was never really in that scene. Helped make 3 Unreal Mods, 2 of which were published…
This isn't a problem I'm having at the moment, but to Eric Chadwick's question https://polycount.com/discussion/comment/2213096#Comment_2213096 at this link "Long thin triangles are generally bad. For normal mapping, but also for rendering in general. The few extra vertices help avoid those long thin tris." I saw Eric…