It says it's scanned, so it's from a real surface. Here's their preview render: Could be replicated with a Cellular or Voronoi pattern, using varying cell sizes. For…
This is not going to be much news to anyone But I thought I would share it anyway. This can be applied to more than just apples of course but this is my general workflow for making such smaller props and piles to be placed in marketstands or boxes. This is a pretty quick way to get in some color and life in environments…
I have an object in my scene, when activated the polycounter under "count polygons" i get 837 But when i activate the "count triangles" it goes up to 1430, and i have about 4 visible triangles on my object What is the best way to know the exact number of "faces" in Max ? i don't really care if its tris or polyquads but…
Alright, this is sort of a newb question but I'm modeling this trailer and I'd like to know the best way about adding the border/rivets part...is it better to model it in the high poly or just add it in the texture or what...any suggestions please...thx
[ QUOTE ] I never said Monolith was a bad game developer. [/ QUOTE ] Yeah everyone, leave him alone! He meant crap in a good way. I'm kickin' facts and opinions backed by E3 show judges, several Game of the Year awards across 3 titles for over a decade. Oh yeah, and Ive played all these games. The characters in NOLF2…
I had a free week between semesters, and because I have wanted to explore more stylized stuff, I bought a tutorial on how to create a stylized sword prop by Sabrina Echouafni on Flipped Normals. As someone who is still relatively new to sculpting, I like stylized stuff because it is more forgiving, and I can just have fun…
Gentlemen, I have a question about "dragon" wings for games. How would one put the topology on the wing membrane to be able to get a good result when rigging; And how would you do the membrane fold in the rigg? Should the wing and the membrane be connected through topology or seperate meshes? Would the membrane have…
Hey guys, I just published a tutorial I wrote about materials on my blog. http://www.manufato.com/?p=902 It's focussed on specular maps, and how you use them to truly represent the nature of real-world materials in 3D. It's based on personal studies and it may not be accurate on many aspects. But it's as precise as I could…
I found this interesting video about motivation. The video is just a 10 min. clip of a longer lecture by Dan Pink's talk at the RSA. [ame] http://www.youtube.com/watch?v=u6XAPnuFjJc[/ame]