Phew! Who needs reasons when you've got a cool, mental looking brick wall!!! Looking good Virtuosic. I'd say keep on with the bsp route, you can just use your planning splines for the wavy trim to start building a a new BSP base if you wanted to catch more of that ander brick section so you could have it extruding into…
Hi everyone, I have a very strange situation happening. I am importing a model from 3ds max and want to apply dynamesh. The thing is that I hit a wall with 4096 dynamesh resolution at 2 mill polygons, I need more. Whatever I have tried doesn't work. If someone could help me I would appreciate it a lot. What I have tried: *…
Ok so this is a bit of a catchup post, I have been playing with a bunch of compositions since the original scope of the project was too large (who woulda thought huh) Before I went smaller I actually added more to the scene, but soon after I realised that the project is too big I changed my main camera to be more focused…
A couple of screenshots of the modelling coming along. I'll be getting into modelling the accessories and smaller features of the character soon. The hair is still something I'm playing with so the hair shown is likely temporary. Lately I've mostly been focused on getting the fur trim on the jacket.I've tried a few methods…
Maybe shadowing? no light source, perhaps try painting a glow & cheat it on the inside as if it did have a light and see what happens, testing stuff can help figure it out, i do not know anything bout the updated applications, but when i tried this stuff it just worked. I also did not make my own texture/material i edited…
Hi anyone, im loking for a job. Link: https://allkolpach.artstation.com/ // Objective // Have +7 years Develop games and over 5 years expirience in game development Both mobile and AAA projects. // Experience // _ 3D Environment Artist _ Fox 3D Freelance 2018 - Project: METRO EXODUS • Creating real-time environment/props…
It's been a while since I posted any updates. I managed to finish the highpoly, retopo and UV the model. It has 4 texture sets and has 45k tris. A little higher than what I aimed for but I think it is fine considering it's a portfolio piece and not an actual game model. I also managed to block in the colors in substance…
Hi guys, I've been working on this model for a while now and am looking for some of the great feedback I've seen on these forums. Some high poly screens: Here's how the low poly looks at the moment: And here's the original concept, by Mark Tedin: At the moment I am trying to get the fine details in on the high poly because…
Something like this? This is a mesh transformed into curves then filled and passed through a triangle tessellation group, all with Blender's geonodes. Corners are preserved in the conversion to curves by being marked with a Boolean x Point attribute so they get temporarily split. You may need to tweak the Corner Angle…
also to save time think about how you can re-use details or even parts of models. say you do high and a low poly for a stair case, and bake it down, and the front of the stairs has a lot of nice detail baked from the high poly. you could always uv map a plane to that same area and use it as a trim piece somewhere else in…