Notman: Damn,... HUGE image dump You've been busy I remember some of this stuff in the demo. Great work. I wish they had done a better job on controlling the drone (I had a bitch of a time with it)... they aren't doing your piece enough justice Marcus: Man I couldnt even begin to go into the amount of work that went into…
Hi everyone! Nfinite is looking for a 3D Simulation Pipeline Engineer to join our team for a paid remote role, and we thought this would be a good place to reach specialists with experience across both 3D tools and simulation workflows, so we hope this is relevant here The work focuses on converting production-ready 3D…
Come, meet me behind the old pizza hut building, yes come in here. Mind the steps. Down, a little further, to a room full of beige computers with cracked 3d software and Chinese "WALCOM" drawing tablets. Pumpkins cover the tables and litter the floor, IT'S THE RULES: > MODEL A SPOOKY PUMPKIN > POST IT IN THIS THREAD >…
There are many things in the world that make absolutely zero sense. Especially human behaviour. I mean, take spammers. They do everything to circumvent your spam protection and gather your email address no matter how much you encrypt it, yet in the end, what do they expect to gain from it? Is someone who takes so many…
I'm currently working with trim sheets to texture a roof, and I'm aiming for a smooth geometry. I'm curious about how to achieve a smooth appearance on low poly models without baking from a high poly mesh. When texturing in Maya with trim sheets, do you simply add bevels to the low poly to enhance its smoothness? Or is…
Hey Polycount! While I'm not doing my cyberpunk girl, I decided to make a current gen CJ from GTA:SA just to have some training. Crits are welcome:) Latest update: DONE! Reference images:
Hello! I don't have harsh words but hopefully I have useful a critique. You're showing an ortho view of the sculpt. Did you also sculpt in ortho? This can be very challenging and look wrong once you switch to the target focal length in perspective. When working from references look up "focal length portrait" to get a sense…
Really lovely execution... I have some critiques though.. I feel your scene has a lot of conflicting factors in scales... parts of the scene make the environment feel at a good scale but quite a few other elements make it feel really small... some elements which actually leave you scratching your head as to what kind of…
For game engines, what is the best way to incorporate these kind of details on walls, furniture? Should this be imported as normal maps, parallax occlusion or modelled geometry? I am not sure if this would be too expensive and affect performance and lighting issues might occur with geometry. Here are some examples of what…