it's pretty easy to code this with tangent-space normal maps. basic concept: save every pixel in to a 2D Array with it's current R and G (and B) Value (B will not change). R and G convert to a vector of 3 dimensions (while only 2 have a value, which is x for red and y for green and z is defined as following) with angle in…
The purpose of the Sweep Toolkit is to provide you the better way to Sweep a Profile along a Path than the default Blender Curve to Mesh. The Toolkit consist of 2 GN Modifiers Sweep and Pipe, 8 GN Tools to assign Attributes that are used by the Sweep, 50 Architectural Profiles. Features: * Even Thickness on each Point *…
Found it, https://www.artstation.com/artwork/PmEB41 This is by Polycount member @Emalphi who might shed some light on how this was made. I think the grip is just a planar projection, the edge strip was then detached and UV'd separately into a rectilinear strip. Then the UVs for the handle and grip are not welded, that's…
I saw "The Hobbit: The desolation of Smaug" this Christmas and had to make a dragon! Its my first organic model, so its new territory for me! I have tried hard to keep the topography sound, and I'd appreciate any guidance to get it nice and clean! He was made in 3DS Max from a plain box, and I used a super simple hand…
Hello people i have just finished university and is on the bases to create my portfolio. I am currently not happy with the standered of my work at this very point so i want to improve as much as possible. One thing i loved doing was character design but i wasn't any good with anatomy, body proportions looked off and…