In your videos can you explain what each step/the importance does rather than telling people to do a step? I ask this because if I learn the purpose of a step, it's easier for me to remember. In many tutorials I've seen, the guys usually omit the information on the importance of a step or process and just limit it to…
This is a Fantasy Bar Environment based off a Dungeons and Dragons character of mine. I have been working on this and wanted to show it off a bit and get some critique. I modeled most of this in Maya, textured using Substance Designer, and rendered in Unreal Engine 4. This is my first time using a modular workflow so…
Hello all, I took a step into the 3D section of this community a few days ago, and I have to say I feel very welcomed so far :) I can't say for sure how often or how much I'll be able to post on this site, but I thought I should give the 2D section a proper go as well while I'm at it! So I'll leave you with some of my most…
I used zbrush fibers to create hair and then imported this into maya and made it into an nhair system, but this creates the hair system as well as 100's of follicles all connected to the curves that I used to make the system, this slows down the scene massively when put in with the model - eurghhh The hair doesn't move on…
Hey All! Over at 11secondclub.com, I noticed a lot of walk / run cycles being made by people who are just learning animation. Almost all of them appeared to have the same mistakes in them. So, instead of saying the same comment over and over, I decided to create my own walk cycle, demo reel worthy, and document and explain…
That is indeed my repo. I use floating shelf all the time for my own projects. Unfortunately Maya had some incredibly breaking changes years ago and I stopped updating modular channel box. It was a long time ago so I don't recall much of the context. The repo is here though: https://github.com/Vaei/ModularChannelBox
I'm really new to this, but I am planning on making a small tutorial about how to model and texture environments with one map. It's going to be very rudimentary, but considering the amount of "figuring out" I did this weekend without much successful luck of finding information, I feel it's needed. It would have saved me…
(This is not a double-post, but a different question.) I am facing a problem which, after transferring normal, I want to edit split vertex normal to fix shading on a particular face, but avoid modifying other normals on the same vertex. To illustrate the issue: step 1: I transferred normal from this cylinder onto an arc of…
and another one this time step by step https://www.youtube.com/watch?v=5WMiRGqk8Po No 3d object No uv !! A flat plane with an render 100 % substance 100 % step by step video 1 hour at 1080p Some swearing and language *disclaimer !! I am not claiming to have invented that workflow.. since it is an old regular compositing…
Chris: Damn it! Can NOT unsee that face! But I can 'fix' it! So Chris... you want me to compare my work to Kevin Fucking Johnstone? Damn it! I did figure out a three step plan to take over his spot at epic though... Step 1. Open Max. Step 2. ??? Step 3. PROFIT! But seriously, yeah.. Time to go nutz. Nistrum, I will post…