Hey Brad, looking good ! Three things regarding Zbrush and its odd form representation : - Even if you attempt to match the theoretical FOV and/or focal length of your reference in Zbrush, you are correct in assuming that it will still look off because of the very nature of the brush viewport which is not real 3D. And…
Hi, thank you for taking the time to review the model. I used a different reference image, so the final result ended up matching that version more closely. Regarding the presentation, I kept the lighting and setup very simple because my main goal for this pass was to gather feedback rather than prepare it for posting. I…
I find it really, really hard to find textures. Does anybody know any texture sites, any at all? The first that turn up on Google require membership. Thanks in advance!
F1 > Viewport Clipping It depends on what version of max you have as to where it is and how you access it but it should give you a slider on the side of your screen that you can adjust the near clip on the viewport camera. You can also scale up or down your mesh and then re-size it after your done. I suggest using the…
Hi, I'm making a big demolition site scene. Here is my first high poly for an excavator prop. Would love some feedback! Will be posting the low poly soon too. Thanks
[FONT=Arial, sans-serif]Obsolete[/FONT] WIP [FONT=Arial, sans-serif] [/FONT]Obsolete would be a map set on a cluster of garbage propelled into a decaying orbit around a cooling sun (hopefully this dim sun could also serve to soften the light on metal reflection). Entirely automated, Obsolete would also probably fall within…
Ok UV-unwrapping took a bit of effort, since i had to go back a few steps and had to redo those pipes (a lesson learnt for future). But really really happy with the UV work I just did. Note: I only tested this scene using uniform 4K texture map, thus UVs are a bit too dense at places. The final maps would be about 5-6 of…