Hey guys, just started a youtube channel to try and help beginners in 3D, I wanted to try and do my best to help people out. Essentially I want to do a different topic in 3D every week and help out with specific problems that a lot of users having best I can with the knowledge that I have. I've only made 2 videos so far…
Hey, Polycount! I recently learned a cool technique in Substance Designer to help me transfer scan textures into models with multiple UDIMs. This method speeded up my scan workflow quite a bit. In this video I explained how it works. I hope it can be useful for you as well! https://youtu.be/sNajxvRAc_I
https://youtu.be/BdGf1XGVIGw Hello. This video shows how to avoid a massive issue with possible workflows involving Zbrush, Maya and the real-life scale used in Marvelous Designer. It is the reason why I was having the issues on this threat : http://www.zbrushcentral.com/showthr...ching-horribly Please, watch it and give…
https://www.youtube.com/watch?v=BdGf1XGVIGw Hello. This video shows how to avoid a massive issue with possible workflows involving Zbrush, Maya and the real-life scale used in Marvelous Designer. It is the reason why I was having the issues on this thread :…
Not sure if this is the right place to ask. The only thing I found that looked promising was "Stylized Dungeon Environment in Maya" from 3dmotive, but I'm looking for more, so I was wondering if you guys know anything good besides that. I'm wiling to spend a lot of money on this.
Hey guys & gals, Here's my latest episode where I show you how to bring more life to your characters feet! Check it out and let me know what you think! :) https://www.youtube.com/watch?v=qJ7S23atYYw Cheers, Jonathan - founder / watchmeanimate
I've been looking through Ryan Hawkins 'Vertex' and wanted to try the Jeans texturing method (shown on page 176 onwards) on a character I've got. My question is, how would you go about getting an unwrap as clean as his, in order to then be able to use overlays when making the texture. I know I can relax with fixed boundary…
You could use a particle for that. It would be way more efficient. Or a shader that turns them towards the camera. Its possible even with multiple planes treated as one mesh. There are a few tutorials for that on the internet. But I'm not sure why would anyone want camerafacing planes in 2020 especially for expensive.…
This http://vimeo.com/13956397 is part of my lecture done for a local cg art gathering, where we shared techniques and ideas regarding modeling and animation for games, arch visualizations and more. In the beginning of this video I demonstrate the basic usage of polyboost for modeling purposes.Then I show real world…