I am currently working on personal project. I am trying my hand at modular design, but was wondering how would I go about modeling a collapsed dome roof. I dont want the whole thing collapsed but instead have a big gaping hole in the roof. Any tips would be helpful.
Hi there, I'm trying to create this in Maya: But am really stuck on the model layout before I apply the two bend deformers. It's obviously one piece repeated, but does anyone know the pattern to work successfully? Whatever pattern I chose before bending I ended up with distorted parts and pinched polars.
Hello guys. I wanted to make this model made of rocks and im stuck. I want to make it skyrim forge look alike. What is the most efficient way to do it? I was thinking to manualy place all rocks and then take it to zbrush or is it better to put a random rock tile texture with normals? Thanks in advance.
Hello I am current a student studying computer games design at Staffordshire university. my assignment requires me to model a human body. The stages below show the model in progress from the base mesh to what I have so far. Sculpt: front upper body front lower body back upper body back lower body side upper body side lower…
Hey everyone I'm new to 3D character art. So I just wonder what's the pros and cons of modeling a character instead of sculpting one? Modeling a character seems more "dry" than sculpting one. Cheers!
Do you use Maya or ZBrush? When modeling ornaments and pillars for a church like this photo. I'm not very good at curvilinear modeling, and I'm planning to model church ornaments and pillar crowns as practice. When modeling something like the one in this picture, do you model it all in Maya or do you create it in ZBrush…
Good day everyone. Hope it will be interested for polycount's users. Here is the model of t-34 tank, very big project for me, with large number of details. I'm going to make the high poly model of tank and baking maps for low poly (perhaps rather the mid poly model). At this moment have the high poly…
Hey all, Recently I've begun to dig further into materials and textures via Substance and I can't overstate how much I'm loving it. For the first time in the years I've been working various (non-art) roles within the industry, I'm actually feeling passionate and having fun. I've considered the option of pushing for…
Hi guys, I am wondering what's the correct (or, the industry standard) workflow when modeling for animation. Especially for animation involves both low poly and high poly version, cloth and hair simulation. I usually model my character under 10K polys, and make Xgen hair in the same file. Then I create a new scene to rig…
Hello all, As part of degree coursework I have created a head model that is based off of my own real life head. This is the first model of this kind - i.e. not hard surface - that I've made and would appreciate some feedback. It also showcases the first model I have made that has included zBrush in its pipeline as well as…