Lady Death Fanart Collectible: Part 7 Cuts and keys Hello guys, this is the final entry of this process, it’s a long post but maybe you can find some useful information. Cuts and keys Before explaining my process to create the separated pieces I must say that it’s mandatory to understand how scale works in Zbrush. For this…
I am not very good at polygon modeling. I am not good at polygon modeling, especially for objects that do not have clearly separated surfaces, such as an organic body. I am not sure what steps to take to create a model, and I get lost. I want to do modeling with the right mindset and the right procedures, even if I don't…
Either method will work if each element is its own unconnected island, though I think subtools would be the easiest method to work with and have their own benefits (for example: you can subdivide subtools independently of each other, while polygroups get subdivided with the entire mesh. This lets you work with a LOT more…
That's the more traditional way to do LOD's. Some people just find it easier to add polygons than to remove them without effecting the silhouette. I build a base mesh with as few polygons as possible [but not adhering to a budget yet] to sculpt on, then retopologize that for my LOD0, then find creative ways to get rid of…
This is my first entry for the CS:GO contest. Fell free to visit my second skin MP9 - instaGUN As you can see, the skin is inspired by the movie Tron. First of all I started to draw on the model to see, wether it has the potential for a tron based skin or not. After I managed to manage the UV-Maps from CS:GO and read a lot…
UPDATED: I've officially launched and am sending my babies out into the world! Check it out and see if it's something you could use. Low Poly Dinosaur Pack [ame] https://www.youtube.com/watch?v=9xRouhdV_Qc[/ame] I'm currently working on completion of a set of lower poly dinosaurs. Currently I have two models completed, the…
Even if this particular engine never ends up running a game, the principle of voxels taking over polygons is something that will happen sooner or later, id Software is already thinking about it ( http://www.pcper.com/reviews/Graphics-Cards/John-Carmack-id-Tech-6-Ray-Tracing-Consoles-Physics-and-more ), and as far as 3D…
Passerby : That's an interesting function that maya have here, I wish 3DS had a similar one, but it doesn't solve the polygon flow problem near the road, like it is done on the screenshots. Because there will be some on road action, and some off road action. And terrain is the key for smooth gameplay transitions. If the…
You can of course just not bake things and just work with the polygon count you have. For a game character it depends on the perspective and the game. This can be from 500 to 10000k and more polygons. At higher polygon counts or depending on your artstyle you might not need any bake at all, but generally it is still…
To quote a famous scientist: "Good News Everyone!" There is now a better and simpler way to increase your polygon density in on a model in zbrush. If your working on a skull and want to add folds in the eye brow, for example, do the following: Duplicate the head subtool > select duplicate subtool > go to your lowest sub…