Hey Polycount! This is Soma, my latest comission!This was a fun project to work on and a different subject from the usual fantasy stuff I make. It was also an interesting one because i was still coming to grips on zbrush (although, do you ever really learn zbrush?). Anyways, thanks for looking and if you wanna see more you…
Here is brief intro about me.My name is David Sola and Im 19 years old environment/hard surface artist.When I was 15 years old I started to learn photoshop and after effects.At age 16 I started to use 3Ds max and learning process was with thrills and chills but here am I still passionate about game art and I keep moving…
Hi ! So I have a goblin that I wish to bake, and I tried to skip the retopo part by using zremesher in zbrush and importing it to Maya. But when I tried to use "soft edge" the whole figure looked all wrong. Is it something wrong with the normals, can I fix this in Maya or do I have to use retopo after all ?
This is Solae, a character on paragon that wasn't used., so I decided to make her myself. So far it is still a rough block out at the moment and everything has been done inside zbrush. Going to carry on detailing and refining. Feedback is always welcome
Hey there, I'm learning 3d as a passion and this is my first thread in polycount. My aim is basically to remember 3d techniques that I learned last years, that's why I decided to make this simple object : a Soda Machine. This is my fat ugly sketches :poly124: : This is as far the final model : I unwrapped the model and…
Depth Alpha basically takes a bias to increase the softness. The heigh the softness the higher softer the transition. A bias of 0 should give you a hard edge. Be aware that theres a Bias field in the properties of the Depth Alpha node as well as the Bias input for the node.
Hey guys, I started a full moon Soraka thread and I decided that I wanted to work on my Performative Sona thread at the same time so here it is! :D CURRENT VERSION:
Greetings, I've seen recent examples of hair made with soft-alphas in UDK, which looks like a big improvement over 1-bit masks. I'm having trouble getting my own to work. For some reason my alpha map is causing the whole head to go partially transparent. These problem areas are receiving full white. The bangs on the left…