Hello Polycount. I'm new to modeling and I was just wondering where would a good place to start be. I have Autodesk 3ds and there are some tutorials but I can't seem to get them to work. I have no formal training, or any training at all for that matter. Where would be a good place to start and learn?
Original Concept by charochai.deviantart.com/ going to uv map soon but having a problem with the hair, if anyone happens to come across this, how would you aproach modeling/texturing long hair like hers? thanks
This looks pretty cool, they gathered quadflow patterns from existing models made by professionals and then allow you to pick such patterns based on local topology and guidance by user. http://vcg.isti.cnr.it/Publications/2015/MTPPSPC15/
I'm working on a small game using Unity 3.5 and am about ready to begin using art assets, so I'm looking for a concept artist/modeler to partner with. The end goal is to release the game for cheap on Steam, and whatever (if any) money comes from it I'd be willing to split with the person that provides the artwork I need…
I'm looking for efficient and fast way(maybe some scripts etc) to model this kind of thing (3dsmax, zbrush): Really would appreciate any tips. Would like to keep things parametric as much as possible.
Hello and happy new year. Recently I felt like practicing 3D modeling and got inspiration from tower defense games from Warcraft 3. These are the basic Scout and Arrow towers, with the latter being the upgraded version. :)
When making things like guns for video games do the models need to be water tight as in all of the verts welded together? Or is it ok if some parts are just separate objects overlapping?
I’ve had an interest in 3D for a long time but only recently took the plunge. After taking some courses, I dedicated the last 4 months to one big project: recreating and tweaking a kitchen environment I found online. My Workflow: * Modeling: Blender * Texturing: Substance Painter & Illustrator * Rendering: Unreal Engine…