Hello friend Polycounters! I'm a young 3D Artist from Italy, trying to build a solid portfolio to land my first job as a 3D environment artist in the videogame industry. I would appreciate it a lot if you could stop by and give me your opinions on the project so far. I'd like to share with you a new environment I'm working…
Zbrush once was my only soft for everything. Both sculpting and textures . Nothing procedural but so easy to do textures natural way with brushes painting in cavities and otherwise on prominent things + quick edge masking. To be honest I am not even sure why I switched to Painter and Designer . It's not much quicker ,…
Hi! I'm currently working on my first mocap project, and it's probably not the first time something like this has not been planned properly. Long story short, I did mocap for a character that's way smaller than me, and we didn't do our due diligence with measurements. So we have a character that has to move further than…
Welcome to the Bi-Monthly Character Art Challenge! Challenge will run until the end of March Previous Challenge Thread How it works * Every new challenge, 3 Character Concepts will be provided * You're free to approach any of the concepts however you like, as long as you stay true to the essence of the original concept. *…
There has been a tremendous amount of great work posted all through Polycount this week, so this re-cap is dedicated solely to the art of Polycount. The author and links to the threads/posts are below each thumbnail. Enjoy. Pimping & Previews We'll kick things off by wandering over to the Pimping & Previews forum, where…
Hi Kanga, Alright so I broke it down to the simplest I could, two Zspheres. Zsphere: Adaptive Skin Preview: I've read this on pixologic's documentation: "The root (first) ZSphere has no geometry of its own. It is only a placeholder. You cannot delete the root ZSphere. You must attach a ZSphere at each end of the “root”…
"The UV´s have much more padding now, but it still has shown the same issues (second image)" Hello, Your problem is related to UVs, but not to padding. And it's not even a problem with the UVs themselves ; you are witnessing (and currently misinterpreting) a rendering error and attibuting it to your normalmap or your UVs…
Hi everyone, I'm between projects at the moment and thought it would be nice to return to my hand painting roots. I wanted to focus more on adding a little something something to the given concept, so I gave the mailbox a tail (like a mailbox flag) and tried to add more to the environment with plants that are also in the…
3dsmax isn't a big fan of multi branching bone trees or re-linking bones after they've been animated. Mix the two and you're pretty much guaranteed a distaster. BUT dummies are pretty good at straining out those weird bone linking issues. In general any time you have a multi-branching tree you want to link the chains to…
Our industry is unique in that experienced professionals don't always branch out to start independent studios and remain rooted to their current studio long term taking on additional work to stay relevant because redundancies owing to lack of work are commonplace. This is more the case at studios that have stability…