Damn man again great feedback, and don't worry about saying my stuff is bad :P. If I wanted nice feedback I would ask my friends. Atleast here at polycount people tell me the stuff I need to know to learn. Still I can be a little stubborn so at the moment i'm trying to create one blade with an interesting silhouette to…
What I like about cgtuts+ that I don't see on your layout is a mini description of what the tutorial is that I'm clicking on. I like that on cgtuts+ because I can decide if I want to click through the tutorial or not which saves me waiting for a page to load. With your design from the last couple of shots looks like i have…
yes it is. Sure not the only way but this is likely the method used back then for Mario 64. Maybe even less software back then was far from capable of what we can do today. Today you'd likely sculpt a character first in zbrush and then retopo in a modeling suite like max, maya or blender, but for the start try to use as…
@5rettski Observation and speculation can be informative but sometimes the best way to learn is to actually recreate the effect by starting from first principles. It may be helpful to break this problem down into it's constituent parts then work through solving each of them individually to build up an understanding of the…
Hi there, I'm about to start modeling the high poly of an UZI and before I start, I was wondering how I could best achieve these areas. The first is the knurled texture in the areas I've noted in the image. I haven't got a clue how to go about this. I was planning on using an image based normal map from Crazybump overlaid…
Wanting to get back into creating game art with an interest in the high poly ZBrush sculpt > max low poly model / bake / texturing process. Have been out of the game for a while, (last time I created anything was 2008-2011), wondering what the best resources are these days. :) Appreciate any suggestions. Have purchased…
[ QUOTE ] Personally I prefer your renders to the generic and way overused canned GI skydome renders. Here's a tutorial to do it in Lightwave: http://www.newtek.com/products/lightwave...on_skydome.html In my opinion, GI lighting doesn't even make very attractive renders. They makes a okay fill lights, but for gods sake…
Hi, guys! My name is Aleksey S. I am a concept artist and an indie game developer from Canada. After a few years of freelance and developing my skills, I wanted to contribute to the community that has taught me so much, so I’ve started a patreon page and I’m really excited to share what I’ve been working on. Teaser Trailer…
So the kind and talented Racer has recorded a "new" (don't know how new it is) video on subdivision modeling, and I don't think I've seen it pimped here yet... so I'm gonna post it here (hope you don't mind Racer) and hopefully get more eyes on it.…
It's difficult to find a well written tutorial that covers everything useful...but once you've figured it out once, and have all the files prepared for future projects...it's incredibly easy. I've written a tutorial for this. The first part is XSI, but should be able to follow using any tool that exports to SMD.…