a portfolio piece is there to demonstrate a few things 1: that you can make a nice looking model and textures (ie. be good at art) 2: that you are capable of deliberately arranging your UVs (as in not spamming an autounwrap button) 3: that you are capable of deliberately building a model with readable and efficient…
I do things in this order for my characters: Zspheres, getting the overall shape with these is easier than dynameshing from a sphere/cube i find, so i spend about 15mins getting the right shape with zspheres, putting in fingers and other small extrusions at this point is optional - sometimes i do, sometimes i don't. Alot…
Having released Slarks Shell Dagger a few days ago I have had some messages and comments about the transition from concept to final and how to keep things similar. I don't have the time to do a detailed rundown but I do have a bunch of saved files which chart the progression mostly well and I do use pretty much the same…
Cool, looks like the "Symmetry Tools" in the Ribbon do the same thing as my Mirror Morph script. In my defense, I made my tool for 3ds Max 5, at least 6 years before Max 2010. It has an eerily similar workflow too.
It took me many months to figure out a decent way to make displacements easier to do... anyway, here is the 1.0 release of the Wall Worm Displacement Tool. [ame=" https://www.youtube.com/watch?v=8RBnX_iULY0"]Wall Worm Displacement Tool 1.0 - YouTube[/ame]
well i passed the tool around the studio, took it for a spin and experienced no wonkiness or bugginess. my art directors like the texture refresh and low resource use, should be a standard tool with all our 3d artists any day now :-)
Found cool and vintage handplane from my grandfathers toolbox..he was a carpenter and woodcrafter so after he died he left his tools for me. Planning to make his tool as close as possible. Handplane model:Final Maps used: The reference as it is.
Hi Guys, I have been working on a greeble generator for Unity and Blender, here is the Unity version, available in the assestore. https://www.youtube.com/watch?v=s5-dhTqoaxA&t=3s What It Does: Two-Layer System:
The tool generates details in two layers: the First Layer creates the base greebles directly on your target…
The purpose of the Sweep Toolkit is to provide you the better way to Sweep a Profile along a Path than the default Blender Curve to Mesh. The Toolkit consist of 2 GN Modifiers Sweep and Pipe, 8 GN Tools to assign Attributes that are used by the Sweep, 50 Architectural Profiles. Features: * Even Thickness on each Point *…
Honestly, UV tools in Maya and Max have improved in leaps and bounds since the days when headus was truly revolutionary. I'm sure there are still some cool tools in there that you'd love, and that Max doesn't have yet, but for me personally, I can't imagine it would be worth it.