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Great car, interesting design. Ground I made with vray displacement mod. All images are above 300dpi and 6K resolution. Modeling - maya, rendering - vray. Model - Maya Render - V-Ray post - Photoshop year - 2013
Modeling practice in Maya. C&C much appreciated, especially on the wires. did this a while ago and tried to fix the wires as there was a lot of redundancy/extra polys. Not sure if it was successfully done.
I have Comcast too and got these numbers from dslreports.com Tests 2005-01-29 23:55:32 EST: 2498 / 193 Your download speed : 2558412 bps, or 2498 kbps. A 312.3 KB/sec transfer rate. Your upload speed : 197990 bps, or 193 kbps. Not bad, but not great either.
We have another surprise for GDC this year: Substance Painter 1.3! The new features include: * Smart Materials (choose from a wide library or create your own) * Blazing-fast integrated bakers (Normal, AO, Curvature and more) * Tri-planar projection * Shadows and transparency in the 3D view * Tons of fixes and UI…
It not quite sync with MikkT Tangent basis yet. I tried the same the mesh and normal map in UE4.7.1. it looks perfect from all angles. You can download the file(tangent space normal map, low,high) to test here: https://copy.com/mQGH1aNYud0vaM1e this was baked in Modo as OS normal map, converted to tangent space normal in…
As a novice history buff , I wanted to do something in the historical realistic catagory. After look at what is already in game vs what is not I decide to do something around the Kursk Summer 1943 Camo Pattern 1st .SS-PzGrenDiv
Hello all! Recently I've been working on this scene with feedback in a CGMA course with Clinton Crumpler. I plan on making additional tweaks and potentially expanding the scene (just a little). Would love to hear any thoughts. Will post this to artstation when I'm ready to put this down.