[B]3D Stereo VR Vive Office Environment:[/B] Malka Media is searching for an Unreal 4 developer/programmer to work immediately in our Hoboken, NJ location. In this position you will be creating full 3D, interactive office environments from stereo 360 footage. Experience with volumetric video capture a plus. This is a…
after coming out of a studio job i've been doing it the last 1.5 years or so in an almost employee-like constellation with regular paychecks. i like it for being able to work when i want and with my preferred tools, only responsible for outputting in the required format. with my clients usually trailing me by an hour (UK)…
Hey guys, first post here! Probably a very newbie question, but I would really like to know how can I make guardrails like these. I noticed that it is just one object and it is repeated inside a spline (I think). I tried to do this using PathDeformWSM but the object simply "deforms" it too much So I tried to use the…
hey guys thanks for the deeback :D So since the likeness was lacking a fair bit ive been playing aroudn with the sculpt, still struggling though, any tips for getting a likeness? Ive setup image planes in zbrush using the image plane plugin adn have matched most landmarks up, but it doesn't seem to have that likeness alot…
I would think it would show some damage, being stuck in the sand. Look up references for "abandoned machine in the desert" and the like. Not all the damage is going to be in the materials, I imagine an arm like this would show battle damage?
I want to make some hair textures in this type of style but im having issues getting that really specific shape down and just in general trying to get any shape thats really organic like this. Does anyone know a good workflow for getting the type of decals like this?
I forgot to mention that I really like the texture of her shorts. I think you should strive to make the boots and the rest of the textures like that. I'm not sure what it is with the rest of the textures, they just seem to fall short of her shorts (pun not intended). The freckles look much better. I'm liking her new hair…
I'm modelling a spiky scaled dragon and I'm going to retopo this later. Then it's going to be baked, textured and rendered to look as realistic as possible. With the retopoing, should I retopo the spike scales as well or can this all be done in displacement maps? Just not sure how detailed/complex the retopo has to be.
Hey guys, I have posted something similar 2 days ago but I didn´t got my Question completely answered, maybe because it was too inaccurately so I decided to try it again. So I saw Fanny Vergne´s work (1.) and was very impressed. I just love this stylized/hand painted style and before I saw her work, I thought the best way…