Hi everyone, I wanted to share some car wallpapers I created for Wallpaper Engine. I take existing car photos and enhance them by adding effects, objects, and visual tweaks to create more dynamic and visually appealing wallpapers. I used my own tools and equipment, and I added my imagination to that as well. I'm trying to…
HelloI have a scan of a rock. Usually the various edges of the rock are not that sharp (happens to all scans to a degree). I would like to "enhance" the edges of the rock so it would be more "sharp", like a proper edge and not as a smoothed edges (due to scan blurrines to a degree). What Zbrush brush should i use for this?…
hello peeps! i need help on how these things will not extrude from the inside? basically i made a scallop shape from cv curve tool then i used bevel tool to and set polygons and quads as output. then i select the faces as in the picture and i extrude it outwards the shape it always made a funky look on the inside when…
You might get better results if you bevel your hard edges some more. Not even the real thing has that sharp of edges. Next time take special note of the different bevel widths on every edge. Not all bevels are the same width. You'll be able to push your work much further if you can reflect that. And generally if you're…
Really wonderful work. The texture blending turned out nicely and the waterfall is a great addition. I like the push for red, but it might be a little too strong and mono-chromatic. Your reference has much more yellow/orange. The only thing that really stands out to me is the left side of the tunnel where the walls meet.…
But on games where the geometry you can use is very limited, this would lead into blurry lighting. The method that diamond3 described could give you very sharp shadows with not a lot of geometry. I've seen something like this before, on some mobile games. God of war on PS2 uses something like this, also. You can see that…
This is incredibly badass as a whole. However, a lot of the textures are kindof muddy and blurry, and there's a serious look of inconsistent detail levels -- from a very sharp pillar to a muddy, blurry ground texture -- and sharp transitions. The whole is exquisite, especially in regards to the main room, but a lot of…
blatant assumption ahoy: You've made stuff for the game in Maya, Max or XSI!:poly142: So while Epic won't ming just taking their share of the profits, Autodesk is probably already putting their jug of lube and glass shards in the freezer. Go ahead and move it, this is some decent 'what if' talk here and I wouldn't mind…
I love your shark! Very nice composition and poses! Nice flow of shapes :) The only thing I would change if it's possible is the transition between Fizz head and his dreads/tentacles which is a bit hard right now. Please share more of your progress, you're really talented at dioramas and I would love to see your work…