Here's my quick example, a bad one You can make your UV's more readable by adding secondary edge loops, this will allow you to make things a nicer layout for painting in photoshop, but without the supporting edge can lead to the normals displaying wrong. Ben Bolton is pretty much a pro at this, and has shown in various…
@Snader: Thanks for the examples. I will look around areas of my tank to see if I can do that in more places, but I usually do it whilst making it lowpoly. The 2nd example is interesting though, good technique, I will also try and use that in areas. Afew more shots of it. Will work more on it tomorrow. Think I know how I…
Well, it took me a while, but I finally have something to demo. Unity Lip Sync Demo It's just a little Unity Web-Player example of the finished animations. But it gives you an idea as to what this project is capable of. Each of these examples took just a few minutes to record, process, and have running in Unity. None of…
I guess it's still relevant for those who want to have full control on the rendering process and flexible scene definition with SDL- so very good for experiments. For example, latest version 3.8 beta has a very powerful feature: user-defined cameras for different non-standard projections, like equirectangular:…
Agree with the general sentiment and keeping in mind there's many examples of enviro pieces with complex mechanical props created by senior industry artists posted on places like ArtStaion. So if you've envisioned a dystopia driven project with an additional inclusion of some type of vehicle then may I suggest you can also…
To my understanding the remesh modifier is used for example when you have mesh with big variance in density that you want to sculp on. Blender has a decimate modifier, which will more likely keep the edges on a hard surface model, but it will not give you the result as seen in your examples as well. As NoRank wrote, this…
The idea of this workflow is that you're creating very complex-looking models that look turbosmoothed without the need to do any time-consuming sub-d modeling. These methods leave a lot of poles, even on clean topo, so it isn't designed for sub-d for that and the reason above. The examples above are all extremely…
Since 2017, Maya is a no-go for me because of the UI bugs. Am the only one having theses ? Examples (still valid in 2018) : https://twitter.com/Froyok/status/825999238328938496 https://twitter.com/Froyok/status/826001975921750016 All the modeling and UV improvements sounds super promising, but I won't jump until it's more…
the diffuse is killing the effect of the normal map , and you dont see to have any ambient oclusion to help give it a tad more depth , the specular also looks weird, like an upped contrast of the diffuse , try to look at painted metal examples in real life : http://www.armysurpluswarehouse.com/media/images/ww2can.jpg ok…
Howdy. I'm looking to hire somebody to make a 3d model of the main character for an indie game that I'm developing and to rig it so that I can animate it myself for whatever purposes necessary. I'd like to stylize the character with a cel-shaded look to make it look more cartoon or anime-esc, which is the style I'm going…