Hi, I've got one large mesh and it's fairly flat (a terrain), and I need to go around it and do some work bringing edges together (vertical axis) but since the height is best assessed from a side view and all the other terrain is in the way that is hard to do. So you are left hiding faces you are not working with, but that…
lol - true to life reenactment 10/10 would watch again. 15 likes 139+ views you got to make another now. Were you force against "your will" to make this? Animations a bit rough but other than that better than most things I've seen tried. I think you found a calling for youtube for at least a bit my favorite parts where:…
We are looking to fill a few freelance positions. We are the creators of a cloud-based solution for dynamically delivering, managing, and measuring immersive and tactile 3d content on mobile devices. Positions available are: Technical Artist (Unity) − In this position the candidate will be tasked out to manage the…
Hey guys! I'm going to be creating a Victorian England environment inspired by Assassins Creed Syndicate as an exercise on modularity. I found this awesome concept art by Fernando Acosta: I'm going to be creating the building you see 1:1 with a twist on the sides and back of the building, as well as my own interpretation…
Link: http://steamcommunity.com/sharedfiles/filedetails/?id=361007639 Please see the fourth image to understand the numbering! 1 - Mudbox is an effective way to create complex details, like the embossed effect in metal and wood. All images of the weapon use the workshop_workbench ingame renders except this image. I render…
The work is difficult to critique at all given your presentation. - The site needs more organization. Work is scattered all over the page. It's overwhelming and difficult to navigate. - When you click on a piece, it actually goes to a smaller version before you can get to a bigger one. This doesn't work at all. - Put only…
The whole deal with this as far as I can see is better and more natural immersion in a video game. If however, you forget that you're in a ball and try to walk/run normally you'll fall since your feet will contact the raised side of the ball earlier than you would normally expect. A structure that size will have a lot of…
I hope you don't mind this, but I did a bit of a paintover. Look, as I said previously, nothing is wrong with your detailing and your topology is good etc-- but you're iterating on top of these flawed base forms. If you had spent more time then, you would have a better product right now. This is dodgy, I snuck it in at…
pior- I'm curious what workflow you have that is incompatible with nex? are there scripts that don't work with nex enabled? edit: I had a go at this, I wasnt able to reproduce the problem until I zoomed right out and the polygon was pretty small onscreen, then it selected the polys either side instead. I had a look and my…
Hey, man. It's a nice update but I don't think you're quite there yet with the hair yet. You need to keep it simple for now, smooth it down a bit and try to get the shapes right(Follow my previous PO above and try to divide the slices as big as I've painted them). Try to maintain the same size on each of these slices too,…