Salary Range: $150–$400 per concept (negotiable based on detail level) Optional royalty sharing in exchange for reduced upfront cost Job Description: We're seeking a fantasy concept artist to bring our original ideas to life as visual references for 3D sculpting. This is for a line of high-detail miniatures used in…
All right, so I created both the 10 and 12 sides versions. Poly and tri count are with those numbers cause I have the 8, 10 and 12 sides versions at the same time. 10 sides version: 12 sides version: Obviously the 12 sides looks better, but I am not sure if with 10 is already enough. How does it look? anything needs to be…
Hi guys, I planed to do my first complete Scene for my portfolio. The Idea: flying Islands between the clouds on the one side and stair to the hell on the other side. It shall get a fantasy/mystery touch with runic stones a portal to the bright and a portal to the dark side. The bright side will be dominated by the colours…
This tool shows great promise for all walks of hard surface life and I'd be more than happy to pay for it. However I really hope the issue with retaining curvature is fixed and that if possible a feature, to give the user an option to retain or imply specific importance to smaller, tighter areas of a given model so the…
No but you could setup some shortcuts (MEL scripts) that toggles the display of certain UV elements. All UV elements can be toggled on/off. I wrote this not long ago (fullscreen script): toggleUIComponentVisibility "Tool Box"; toggleUIComponentVisibility "Attribute Editor"; toggleUIComponentVisibility "Channel Box";…
Assuming you are using a default Maya material such as Lambert or Blinn you can use the "Ambient Color" as your slider for ambient light amount, in this case your "Self-Illuminaton slider". You should combine this with lowering your "Diffuse" attribute which is 0.8 per default. This attribute control to what amount your…
- triangulating it fixes the seams! - I need to read more about the custom cages, when I bake (usually topogun) I just adjust the cage slider and make sure it encompass the hi poly and low poly, re bake (adjusting the cage slider) if there's too much artifacts on the normal, (is there a better way to do this? or how do I…