Thanks fearian! Thanks a lot for the tip for the thighs that actually helps a lot and I'll be able to adjust that. I'll also probably change the foot size too right now they do seem a bit more manly than anything. Also here is yesterday's work: Retopology time! Yesssssssssss.....T~T We were given the task to retopolgize…
My personal feedback would be: - Not a fan of the handwritten font. - The text (especially on the page "about") is really hard to read, that's because the text itself is light greyish on a white background + the font weight is really thin. (I noticed that on firefox the text is easier to read then in chrome, not sure why.)…
Yeh thanks a lot :) you are definetly right about the more quads on the central blade part I didn't tought of that and I will certainly do ... as for the shape of the hilt other ideas ? I am still blocking out the thing in 3dsmax and continuously uploading into zbrush to check so I didn't start sculpt anything yet , I am…
thanks again all! so i took into account all that's been said and played around for a few hours, i tried to get away form the 'tube' shaped thigh shape and style it more with better muscle definition. and played around with other areas still trying to rough out a good shape.. also lost a few polys i felt were unnecessary…
Pros: - mostly easy to use and understand - provides perfect, smooth shading on the corners without a need to bake from a highpoly - provides nice shading on the flat faces/ hard surface objects, without a need to bake from a highpoly - bevels improve silhouette - its literally free - same vertex count as w smoothing…
There are so many types of metal, its hard to have one specific way to make it. But it almost always involves specularity of some kind. MoP and Eric have some great suggestions and you should follow them. It is also really important to nail down exactly what kind of metal it is your trying to make. What that metal is used…
You can do that example already using 3dsmax's Modifier Stack. The base object of the stack would be a simple mesh, your "layer 1", then you'd add an Edit Poly modifier as your "layer 2". In the Edit Poly modifier, you connect the edge rings to create the supporting edge loops. Now you can drop back down to the base…
Greetings folks! This is my fist time posting my work in Polycount. Doom 3 is one of my favourite games. Some people love it, some people hate it...In my case I´ve got incondicional passion for this title. I really admire the amazing talent and work that industry artists such as Kenneth Scott, Seneca Menard, Kevin Cloud…
Detroit area based Pixo Group is looking for a 3D Artist to create realistic 3D content. PIXO creates engaging technology-fueled experiences for major brands and creative agencies. Our experiences incorporate technologies such as virtual reality, mixed reality, and even games to mesmerize and captivate our client’s…
Well, I'm supposed to model, texture and animate a book within the following animation range: Open from cover to first page Open from cover to center page Flip from first page to center page Flip from center page to last page Close book from last page There's a styleguide of what look needs to be achieved:…