This looks really cool! The fringe especially reads really nice. For the main part of the hair, you could use some cards with a really thick textures, like an almost solid white alpha to help fill the gaps as, just now, it looks like you can see right into the scalp The shaved section is reading a bit patchy.…
It's super hard to design stuff on your own as a beginner.. so what's the point really? It's better to have something awesome based off someone else's design than a piece that doesn't work at all
Today in the store on the site added new branch with the author's armor models. http://romanyukart.com/store/category/armor/ Most of them have topology under subdivision. All models are well suited to work on indie projects and will give an advantage in commercial projects. All purchased models can be used in commercial…
Considering how easy to use c4d is... Not hard at all To answer your other question sure it can do everything maya can do just not as fast* *your experience may vary
I am currently learning Substance Designer and decided to texture a mech asset I made a while ago. So far I'm super impressed with SD and wanted to share my progress. C&C welcomed along with any tips for Substance designer.
Hey everyone, my name is Matthew Tindle and I am a 3D Model/Texture Artist. I make high quality assets and I'm available for some competitive freelance work. View my portfolio here: http://mtindle.millenia3d.net/ My email address if you wish to contact me to discuss work is: mtindle862@gmail.com Thank you!
The title basically describes my question. Should I create tangent basis from scratch before exporting to marmoset or SP for baking/texturing if I committed any of the enlisted changes?
Hi guys, I'm trying to model the junction of the hood and bumper/wing of the car, but I can't make it without the pinching. I've tried making the supporting edges loop all around but it just pinches all around, even if I smooth it out. So if any of you has any idea on how to achieve this, just let me know! Thanks! :poly121: