Hi everyone. I'm starting a set (helm and holy water sprinkler) entitled Royal Guard. Here is a base mesh concept for the holy water sprinkler. http://imgur.com/KB8ly6q
Aye, this is true. I can see where you're coming from with the thread title as it is. But as someone just now getting into maya, the portfolio shouldn't really be on bloodyghost's mind right now. You're right in the long run though, it's a great habit to start putting everything into a portfolio even before you're ready to…
Time to throw my hat into the ring! Basic idea for the set is it was made by some one who valued intimidation over effectiveness, going so far as to crudely modify a sword(or use an old and worn one) to make it more of a brutal saw or axe. Here's my ref sheet and a few concepts to start out! Going to start the modeling…
Hey all! Is anyone planning to take part in Pwnisher’s new DRÆM SEQUENCE challenge? It kicks off Saturday 31st Jan at 5pm (2026). I’m probably being a bit delusional, but I think I’ll give it a go even though I have zero time. And I will try my best to get my students to take part. :) Here is the challenge page…
Hello there. So I had it where I shared this anime character I made. I was able to get some great feedback but from the feedback it does make me wonder on these. Now i use these on substance painter but if these are things I do in blender please let me know. I was told how my character need what I believe i spelled it…
Is there a way to set the default width of a strip drawn with QuadDraw tool? (Quad Draw tool, ctrl+shitf+drag RMB) The size appears to depend completely on screen space. I'd like to be able to specify a width in units.
Hey guys! Our company is doing a little contest! Concept an armor set and one winner will have their armor featured in Torchlight 2. HOORAY! :) Here are the details: http://forums.runicgames.com/viewtopic.php?f=2&t=21045
Magicspook, I always imagined is as a fierce/evil set, which I identified with Mason. Here is my final submission. Thanks to everyone for the feedback. Mason Vanguard Kraken Set Workshop Page Polycount WIP Thread
When I was using UDK it was best to set ViewportNormalMappingType to Qualified in 3dsmax before exporting the mesh and in UDK to explicit Normals. This gave better results for Normal Maps. Is this step still needed? Or should Qualified be turned off?