This is a steampunk helmet I recently finished. It was originally supposed to be a quick & simple model/texture side project while I took a break from a previous project but very quickly turned into this. Pieces kept getting added and half-way through I decided to use this project to practice using UDIMs for the first…
Hi all, I wanted to practice some decaying environments so I will be attempting to recreate this concept art I found: I want to learn how to use decals in UDK along with creating believable wear and tear on concrete and machinery. As of right now, this is my ultra simple blockout with the pillar I worked on. I'm planning…
Hey so I'm currently modeling a character and I'm a bit stuck because I don't know how to approach posing him. He is wearing a long robe sort of thing and should have his hand on the head of another (smaller) character. Should I model out everything in T-Pose and then rig him to the pose I want? Is this standard practice?…
Hey, I just recently had an interview for a games company where I had to do some rigging on a games character using only bones to get good deformation. I am looking for some fairly high poly detailed games character models to practice this new skill for my portfolio. So if any of you have some characters that you would…
So I know this isn't as exciting as a full enviroment or character, but I'm trying to stop sucking at texturing, so before completing my current large-scale project, I thought I would stop and practice my texturing on this generic sci-fi panel. I've produced a couple variations while keeping in mind the concepts common…
I realised with a bump the other day that I still have SOOO much to learn so I am going to be doing a lot more practice work. I'm hoping to create enough models for a personal game project later on down the line. But for now I'm just going to get as much work done as I can. This guy is the result of a lowpolly made in MAX…
After my last attempt at a weapon failed somewhat miserably, I decided to do some more! 1.) First up, I redesigned my simple demon sword design to get this look: Maya Viewport // ~3200 tri // 512 tex 2.) After seeing all the cool guns and such that are constantly up here, a weird old musket sounded like a cool challenge.…
Practice, pratice, study, research, google, ask..practice. That's all man. Just be pationate but make it show in your work. Like all here we just spend loads of time doing 3D.
I've tried thinking about all kinds of approaches- manually inserting more edges when doing the morph itself in the closed position, modeling in the eyelid fold so there's more geometry to pull down, modeling the eyelid half closed, etc. What are the best practices when you need to do eyelid blinks with more…
I'm somewhat new, and I apologize if this is a stupid question. I have a lot of small props in a scene I'm working on, and I want to know if it's good practice to combine the UV maps for things like that. I also don't know if I'm phrasing my question right. I want to know if it's best to keep them separate, or if it's seen…