It depends on how far you want to make it more interesting. Add bevels ? Nice texture details of the hand grip and such. As well as materials that actually read. Right now material looks like it's made of cement of something to me.
I am an experienced Unreal Engine developer and am looking for a art partner to collab on a game kit with working assets. You would make the models and PBRs and I program mechanics for them so they work and can be used game-ready. Also I would add further effects and adjustable parameters if required. Examples for such…
Hi all. I'm looking into making a military truck for a current project I'm working on and was wondering how one would approach making the fabric section on the back of the truck. I also want to make it so the fabric attaches to the frame of the vehicle. Thanks in advance.
On UV issue - well that's curious and something you'd want to resolve. I recommend checking the asset in engine (assuming it's a game asset), alternatively could import into a fresh file. Regarding supporting loops/ bevels: I think once the mesh shades nicely, adding more support loops will do little and mainly increase…
The fact I don't usually use xNormal is my problem :p In fact, I tend to stay away from high end baking and programs, and usually make as much as I can by hand. When I use xNormal, my maps either come out garbled, or pitch black, for example:
Hello Everyone! We are a small group of people working on a trading card game. The game is pretty much finished, the concept, gameplay, all ready just for testing, but we are in dire need of artists. We have only one artist and one professional artist was kind enough to help us. We will place the game on Kick Starter right…
i made the cape narrow.. does it look better now?.. yeah , though when i gonna model her.. she wouldn't have that hair.. as i will make it more "realistic" and the clothing will be closer to the body when it's rigged xD
Hey all, So I've made a simple animation for my game project but I added in IK solvers just to make it easier to animate the sequence because I thought you could easily just bake/collapse the animation to every frame and then delete the IK and the animation would remain intact. However, using the Motion Paths collapse…
Hi guys! My name is Nikita, I'm making a Dbal a3 laser model. With working mechanics. It will be animated and show how its mechanical base works, etc. I originally went with the CAD (Plasticity-fusion 360) pipeline - export via Plasticity - to Zbrush (finishing High poly) - blender (creating low poly) - marmoset baking -…
I have been struggling with this for the past 4 hours.I am kinda new to the rendering part of 3dsmax.I am currently using mental ray with a skylight in my scene and FG and GI turned on.I am trying to get a sphere to illuminate like a bulb in the scene and so far its not doing so.I have played around with the self…