@thomasp re the uv tools, I found them pretty intuitive, I guess you enabled the extra tools like Magic uv? I just do the standard thing like mark the seams then unwrap. follow active quads is just cool
Just looked at the latest trailer and you continue to amaze. I'm also in the early stages of a serious love affair with 2.80(another long-time Max user) To be honest, it's the amazingly modern and slick tools that you and others are creating that's made me take another serious look at Blender. Would I be right in saying…
Blender has a really cool "crease" tool. It's like a dam standard and a pinch rolled into one. Super great for making clothing too. The Zbrush approximate would be the dam standard, or (if you're in Mudbox) the knife tool. First I have to create the locks of fur with the layer brush so I don't get confused about the flow.…
Hey guys! First post on polycount! I Wanted to share this piece, I hope you like it! Introduction I love games like Dead Island or Requisition VR. For this portfolio piece I wanted to get inspired by the crafty, impossible yet believable weapon designs of these games. What better than C4 attached to something like a…
Hey Guys! This is my First Base Male Character made in Z-Brush, I am looking for feedback and Guidance on How to improve my Skills. My Character took roughly 5 weeks to complete. Thank you in Advance! Above - Character Simple Pose using Masking Tool and Gizmo 3D To move & rotate. Above - Character in T-pose Back, Front &…
A duh moment: Theres always a new release of Super Art Maker Pro or whatever other software game studios use in order to make games. The new tools speed up the work flow and optimize files and balance your check book and blah blah blah, but ultimately it is up to the artists to use the tools in an effective manner.…
Took me a while to figure out how old Southern-style windows actually work. It’s pretty cool once you understand it — they use a cord that runs over a sash pulley, with hidden counterweights inside the window frame. The images show the sub-D high-poly models. I’m still not sure if I’ll sculpt extra detail in ZBrush, since…
10 min... that's a long time. Unless it's a requirement I would cut that down to 2-3min. That is still a daunting task but it can be made easier if you animate at 15 fps instead of 24. If it's too choppy (that depends on the motion) you could kick it up to 30 and start doing in-betweens to smooth it out, but at least you…
i've got a good few models (300k worth) in a scene that I want to render toon shaded, and I've got a toon shader applied to them (ramp material) as soon as I put the viewport into hardware textured mode, maya dies on me. it's as if the toon shader is using a massive ammount of texture resources, even though there are no…