Happy 2014 Polycount! Trying to start it off right with a few new projects to show (albeit from 2013...) A character created using the beat features in Marmoset Toolbag2. Created with a physically based rendering method in mind for the final image. A fan art piece of Atoq from the Uncharted series. I wanted to try and…
I just finished my Chinese New Year ward: http://steamcommunity.com/sharedfiles/filedetails/?id=211307245 Anyone know how to add the "spring 2014" tag they mentioned to the item itself? I added it to the collection, but it doesn't seem to come up when you click "view current submissions" for the event. Here are some zbrush…
Do those programs actually ask for quad core GPUs? Because a lot of phones are quadcore, my old 2008 PC is quadcore, and yet my 55 Budget CPU from 2014 is faster in actually doing things. And yes. Definitely reconsider laptop vs desktop. If you need to take it to school on a daily basis (i.e. commute instead of campus…
you could do heaps more with that floor, those shapes look really boring plus there is nothing that catches my eye in this scene, the image is literally leading my eyes anywhere you need to add a focal point. If you want to make stuff look better here read this and analysis this and really think about what you are doing…
I'd like to add on this as I have a similar question because I want to learn how to sketch for myself so I don't have to steal peoples concepts. I'm not looking to make art with my traditional 2d stuff but more so have functionality to draw on top of my 3d models to further develop detail. Only thing I can think of that…
You can do a Google image search for "head planes" or "asaro head planes" and find all sorts of good photo references. two quick little blog posts that talk about head planes: http://gurneyjourney.blogspot.com/2014/07/plane-heads.html http://gurneyjourney.blogspot.com/2009/03/plane-heads.html And, videos by Ryan Kingslien…
Pretty sure some graphics programmers on Beyond3D were saying Unreal's rendering was outdated back in 2014/5 I don't think they're that behind the AAA studios though but they just can't build the engine for a specific case, it's a robust game framework, it can't have every feature under the sun else it'd be too large and…
I found this to happen too when using the face level selection in volume select. I could reproduce it with every Gizmo method, even if i choose a second geometry to select the faces: there are always stray faces selected. Vertex level selection works as expected. I suspect it being a bug in the modifier. BTW: it happened…
@heboltz3 Thanks! Good advice on the hands. The rig is actually just a character that I put together from parts that is rigged with a Biped rig in Max 2014. I'd love to get some more squash and stretch with it, but that's as far as I can go with Biped. Going to try a few plug-ins that give you stretchy bones on top. I…
Check out this encyclopedia that 3py0n lovingly compiled PBR Kaio-Ken x50 John Carmack did a really amazing talk at Quakecon 2013 and touched on the subject of PBR Links Also check out the Unite 2014 talks about PBR, they're all really good. This one is a little bit technical at first but is useful to understand how a lot…