hi folks. I have been a member at polycount for a while, but i have never really asked for feedback and such , and for that im a bit ashamed :P,but im gonna change that now starting with and exerice. This is a wagon based upon the concept,( concept not created by me ) i have modified it a bit , and filled in " spaces not…
1) Is there a "good" or "bad" way to set up the alpha blend for vertex painting? Is it just preference based on aesthetics? 2) I'm trying to understand why this behaves the way it does: It works fine like it is, there is a 100% blend between the two diffuse textures I'm using it with. Why does it only work correctly when…
Hello everyone, I'm Muhammed Enes Uras, and together with another software engineer, I'm building TASO. It's a competitive 1v1 mobile game built around a stack-and-strike core loop: players build a shared stack of collectible discs, then take turns striking it to flip their opponent's pieces for points. Think of it as a…
Guess I should update this with the colored image @Naugat: Thank you! I do have a blog but theres less in it than this thread 'cause I delete stuff often. xk0be: There's pretty much no ref hunting for stuff like this. If I were going to make something more realistic or if it needed to be in a specific theme (like "Warcraft…
We’re currently looking for a 3D artist to help us create props and armour for creatures and animals. The genre is fantasy based with a more natural/nature feel to most items. The art style we’re aiming for is hand painted on low poly assets. We’re looking for people who are able to work with a loose brief and bring their…
So all you are doing is bump map painting then? Lets assume you just stop at painting bump maps... in Mudbox you create a bump map layer (far easier than setting up a texture to paint on in Blender) and paint away, getting sharp or blurry details obviously depends on your brush. Simple as that. In Zbrush, the same can be…
FetchQuest Games is looking for a logo design for a soon to be released mobile title. The art style of the game is the low poly, hand painted look exemplified by World of Warcraft, League of Legends, Torchlight, etc. The finished product can be delivered as either a 2D illustration or a 3D model depending on the chosen…
Hello! My name is Kassandra Vasquez, I'm a fantasy concept artist and illustrator. I tend to be very flexible with the style i work in. My personal website with more examples of paintings and drawings. <a rel="nofollow" href="https://www.kassandravasquez.com/">http://www.kassandravasquez.com/</a> Contact me on here or via…
Now that I've more or less come further than I did before it's hard to write this thread like "feedback to my former self", so I guess this will just turn into a WiP thread where I make some jabs at my former self, "this is what you should have done". Did some further tweaking of the lighting to get a softer result. I know…
You have two problems: adding a new piece of geometry to already rigged, vertex weighted and animated model is first one. Correct export of animation is second one. For the second one, Eric pointed you right. For the first one, attach new piece of geometry (pants) to already animated original model that is in it's 'Rest'…