I really like the overall shape, freakin cool idea, not a bad sculpt either. I really like that you didn't rush to sub-d and spam-stamp dino scales all over it. Crits: - Flippers look to be made out of bone - The arm issue Ely brings up is valid and looks weird. I think the arms need more whale reference then human. Keep…
Hello Hello Hello, I am new to game art. I sculpted a head in zbrush and zwrapped it to make a low poly. The problem I noticed is that there is ugly faceting around the nose and ears on the low poly. I was told to select soft edges to import into substance painter, but that doesn't solve the faceting around the ears and…
Trying to understand texel density better. I don't come from a game background, so this is still relatively new to me. I'm working on a scene and decided I wanted everything to be 2048 texel density throughout. My first object to UV was a cannon and I split it up over two texture sets, one for wood, one for metal. I ran…
Blendermarket Gumroad Baya is a Blender tool that generate Maya source file (.ma) inside Blender. * Baya is a quick way to exchange data with other artists who might use Maya * You can iterate quickly when you work with Maya oriented game engine exporters by quickly generating Maya source and exporting using Maya…
LATEST I decided to enter the Bioware contest - over at CGHUB, but as usual I was kinda late to the party and I'm still hoping to contribute something before the deadline. I'm a Student from Staffordshire University and decided to focus my dissertation on the competition brief. This meant a lot of prep research and other…
Hello! My name's Seth and I'm due to graduate at the end of the year. I'm working with a couple other students to put together a level in UDK which I plan on using as a portfolio piece. My school program has trained me in a generalized skill set and I've decided that I want to specialize in lighting and textures -- I'm…
There have been some cool things happening around the Community lately that we'd like to share with you. * Polycount's own Alden "3dflasher" Filion's WIP environment in UDK * 2D illustrations by Daniel Conway over at CGTalk.ru * 3DTotal launch a contest Polycount [caption id="attachment_1072" align="alignright" width="180"…
i like the portrait. you have placed down values with a hard edged brush which is good. but choose areas to soften with a sof edge brush, to add interest . to work on your penmanship, think about line thickness relating to the distance of objects. closest being the thickest line. keep at it, 2d skillz is a life long…
yeah. poopipe is right . those UV gradients or even splatter node are necessary only if you want to use Max (lighter) blending in between scattered things to get kind of proper height blend . ( like in the initial screen) But for leaves it could be just regular alpha blend since they are mostly flat things and laying one…
Ah ok. The technique is not application specific except for zBrush so you should be right. I think the thing with probooleans is that they allow ngons after being applied. I'm pretty sure Maya does the same. I'm using Blender and it allows ngons. Looking through the thread should give you a blow by blow description. I…