Hi , I was thinking to finally try NDO DDO that I got time ago and never had chance yet to use it , so working on the high poly model for a spaceship here : http://polycount.com/discussion/169587/spaceship-hardsurface-subdivision-polymodeling-learning-and-help#latest I checked the tutorials and sems I am forced to UVMAP…
Hi there, So I thought I'd rather stop hijacking the WAYWON since I am near halfway throught that model now. Basically I'd like to have this one done rather quickly, sticking to a daily pace of updates. I see this mostly as an exercise in both hardsurface sculpting and UT3 implementation. Not much new today, just…
Hey Guys, This is the first time I'm posting anything on Polycount, especially some stuff of my own. Normally I make props but this environment seems to be a good exercise for me to be better with efficient texture re-use but also expending my skills from hardsurfaced metal (assets) to something more different. About this…
@HAWK12HT Well, Vitaly doesn’t use C4D ... He uses XSI for Polygonal modeling, and Moi3D for Nurbs. To add my own experience : -I use 3DSMAX In production for Polygonal modeling and in game models, UVS and non destructive workflow ! With KeyHydra and TyFlow. -Sometime I use Moi3D too if complex Organic HardSurface are…
42/125 portfolios looked at for the mentorship, as you can see choosing 5 is going to be nearly impossible without having to dissapoint some people who were clearly qualified. I got some mails of people who are over-qualified too and while the notion of doing a more collaborative thing or a critique group would be awesome…
I actually "learnt" Maya at Uni and goofed around in a very old version of Max when I was just starting out. But i wouldn't consider myself well versed in both programs. I mostly use cinema 4d (work related) and blender. Here's a few Blender ones: Open VDB Remesh: https://gumroad.com/l/jqLNZ (Gives you dynamesh like…
I've been on the periphery of the gaming production space for more years then I'd care to remember, as a core gamer. Picked up my first game from the corner store in 1977, Atari's version PONG and subsequently recalling those halcyon days of my youth, throwing away an obscene magnitude of time playing the thing. Sat in…
For hardsurface polygonal subdiv,...well just about any genre and/or technique I can think of across the board, is that basic 3D modeling principles apply i.e. start low then iterate towards high poly Non Destructively. Think about nailing down good habits now, whether pro derived or advanced hobbyist believe me when I say…
Hey man it's a cool idea. However, you should be careful of the art style of league and keep in mind you're currently putting a lot of detail that won't even be visible on your final model. Also if you have a lot of geometry like the hair strands here, you'll have a hard time with retopology/baking or explode your…