It sounds a bit like the overabundance of tools at your disposal is getting in the way of you getting things done ... First off, just because some modelers do manage to improvise highpoly models on the fly using their toolset of choice (be it Subdiv, CAD, voxel sculpting or anything else really) doesn't mean that doing so…
I made thorns with zbrush.There are a lot of thorns.I want to re-topology to develop UV.I used zremesher.HoweverThe thorns will collapse. Available softwareMAYA,blender,zbrush How can I succeed in retopology?
Hey, as usually im noobish in UDK. I want to know if there is a possible way to turn off the textures while in "play" mode (game mode). So i can take a screenshot without any textures? thanks in advance!
Hi Akshat, Akshay here I genuinely think its looking good but yes you need to refine the use of generator in Substance basically the curvature and Dirt-Generators that you have used. Im terrible with words but let me show you an image and a few techniques I use to polish things. Hope that helps. Dont get stressed just…
The company I currently work at, Pocket Gems, is looking for a UI artist. You would be doing UI for mobile games but If you have done console UI and want to move into mobile UI that is also fine. Message me if your interested and I can get your portfolio in front of the people who need to see it. This would be a full time…
Hi all, It feels good to sign up on here. Hopefully the start of good things. First thing, what a great community this forum seems to be. I have been looking around online for information with regards to 3D Studio Max and Maya. This forum name kept popping up. Some of the talent on here is very inspiring. Things have moved…
So yeah. I want unlimited instances of material dependent surface damage plastered over my level at runtime and I want it to be free(ish) This probably rules out traditional polygon decals (unless there's a magic buffer someone knows about? ) so my thoughts turn to ways of passing damage location information to shaders and…
Pow, right in the kisser! Back in the day - waaaaay back in the day - at Polycount we'd have impromptu "3D fights": A random topic or theme and a measly 30-60 minutes to do whatever we could within that theme. Usually the result was nothing but geometry rendered crudely. From there everyone would dump their results in to a…
I want to become a successful environment and prop artist. I have seen some crazy work on polycount that just blows my mind. I can't thank the community enough for being such an inspiration. I am studying everything I need to know and doing projects. I love udk and I use 3ds max and zbrush mostly. I am super excited to…