hi everyone , I'm currently working on this gun based on Brian Sum's concept art from mass effect game. here's the concept art the final gonna be low poly and this is what i got so far...(high poly) any feedback and crits are always welcome ...
Evening folks. Just a wee heads up on a UV mapping proposal I've posted on the Silo forums. I'm not posting this to get people to jump in and support me, but to point out any flaws or anything that I missed. There is no need to join there if you are not a member, just post any response here if you do feel inclined. I'll…
Yo, I find exporting and renaming objects and centering objects to 0 to be some of the more common things I do when getting stuff ready for the various projects. I didn't like the way MAX handled any of this stuff so I wrote a script www.envartist.com/MAXScripts/WDIScripts.ms to install: download and save to the following…
In Blender there's a function to record an object as you move it while the timeline is activated and it marks keys automaticaly for every frame. This is quite useful. Is ther a similar function in Maya? Thx.
On a Mac mini I bought specifically for Affinity soft few years ago it's nothing special speed wise. Bet it needs true video card . I unsubscribed from PHotoshop for a half of an year but eventually went back to PS. Affinity Photo has few superior features over PS 1. Much speedier work in 16 bit not taking forever like PS…
Sounds like you'd want to just mask by cavity. Open the Tool > Masking palette and play with the masking options, so the cracks get masked off and you can just paint without painting the masked cracks.
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This is what masking is for. In your example you would mask everything except for the eye (it might be faster to mask just the eye and then invert the mask). http://docs.pixologic.com/user-guide/3d-modeling/modeling-basics/masking/
Hey guys, Anyone playing around with MASH in Maya 2016 ext2? I'm trying to figure out how to use the extra input/output attributes with the python node, but the documentation is very short and vague on this.
Your instincts are sound and you're asking the right sort of questions. I'm working on the assumption that you need to make a dirty great city in what follows.. The tricky bit is the huge range of possible view distances. Up close there's all sorts of fidelity problems associated with trying to keep it on one texture and…