Hey Polycount: I'm making what is essentially an art rendering test scene for the rest of the artists on The Maestros team. Blocked out chunks of our RTS Environment art so other artists, if given just the map and the associated UDK packages, can bring in the assets their working on to see if it fits well in the game.…
When using the Connect command, for any given selected edges(s), how can you predict which direction the "Slide" setting will move the connecting edge? Is this some arbitrary thing Max chooses based on the selected edges and their relationship to one another, or is there some inherent property of the edges that can be set…
Hi.Skin set for berserk.Crovel and Pulverizer. Skin for Crovel completed nearly about 80 percent.Correct alpha map.Paint some parts of the crovel to brown.Maybe add some blood splatters.
As cool as the parts of this are, it's REALLY noisy in composition. The throne just gets completely lost in a sea of light and dark pieces ... I KNOW where it is and I have a hard time finding it sometimes. I think spending a few hours playing with lighting or something would be worthwhile here. You have a lot of great…
It is possible to do in Painter. 1. Export your current textures as document channels. 2. Export a plane from any 3d app. Make a new Painter Project with this plane as the mesh. 3. Import the textures. 4. Set up layers for each of the textures, these can be projection paint layers or fill layers, however your prefer, and…
Hey guys, this is my first WIP post but I want to show the set that I've been working on for Dota 2. Just the zbrush hi-poly sculpt for the head and shoulder in progress as of yet.
Hello mates. I made this set for storm spirit, and I ask you to help me voting. I hope you like it. Thanks! :) http://steamcommunity.com/workshop/filedetails/?id=416410050
Hi!I am trying to make set for Commandos weapons.My idea:purple metallic for metal parts of gun,and ivory for another.Maybe some white tracery on segments. These photos are not ending variant.Just quick concept for me.