Edit: updating 1st pic here with latest screenshot: --Original post below : -- Personal project, work in progress : all major parts are in, but looking for C&C on what to improve and to polish mostly texturing and lighting. The main idea was to have some fun with sci-fi designs, and practice modularity : the corridor part…
[FONT="]YAGER is an independent developer of computer and video games based in Berlin, Germany. We are specialized in the creation of AAA, multi-platform action experiences, for a global audience. Attention to detail is a hallmark of our development; from refining game play to the point of excellence, to instilling…
Pretty tired here, scuse me if dis iz to succinct. If anyone is interested i'll follow up with better pipeline descriptions and script updates/new gesture tools when I am not as brain dead... download: " me ( maya mel )" An argument fer polygon modifier that respects the energy present within every edit of artist's sculpt…
Hey, So I recently convinced my studio to get a couple of quixel suite licenses. I had used the old ddo and liked it (though it crashed sometimes, not even close to this) so I thought it'd be a good idea. Also the entire logic has changed, kind of annoying. Using Photoshop CC with latest update, along with marmoset and…
Hello ! Well, this explains a lot :) First of all congratulations for your willingness to learn and study, you seem to have a great attitude towards all this. I would say that the pictures confirm that you are in a bit of a self-made echo chamber so to speak. You've obviously found something that works well for you, and it…
Check out the work from CGMA student Christen Smith , who shows us how he created an amazing modular set that he did Anthony Vaccaro’s Organic World Building class with CGMA. Intro Looking back, I believe my last article with 80.lv was almost 2 years ago on the Dead Space Cockpit, which in hindsight was at a very high…
These baking artifacts are caused by the convergence of a number of separate but related issues. Material artifacts: The material on the high poly model is generating additional surface information that's causing normal baking artifacts. Removing the material from the high poly model resolves this issue. The material on…
@floon I never decimate my meshes, unless it's a character going into Marvelous Designer. To speed up simulation performance. But for baking I go with the original high poly model to get best possible baking results. Also, I always use .obj for baking. I haven't encountered shading problems when getting an .OBJ (yes,…
Looking at what you have, the 3 biggest things I notice are: the mouth, the chin/jawline, and the brow. I've done a quick sketch over your reference and the model to show you what I mean: Mouth The eyes are a great landmark to use for figuring out mouth proportions. I've drawn 2 lines from the corner of the mouth: one…
1.Create a plane alittle bit over the bed/box (add lots of segments) then right click on it, and convert it to Editable Poly > go to helper and create ''Dummy'' using AutoGrind create the dummy at corner of plane (Plane will be the cloth, just so you know, you probebly do know that) and move the dummy so that the corner of…