I was unable to locate any useful information on the provided links; the others articulated it more effectively. Erik has previously shared some highly beneficial resources, for which I have consistently expressed my gratitude. However, I will not tolerate rudeness from anyone, irrespective of their years of experience.
Hey nice stuff you got here. Capture poses and personality pretty well in the drawings. My only critique is your rendering - you're comic-book style outlining abit too much - at least for my tastes anyway. In my opinion. outlining a silhouette before you capture the 3D form severely flattens any images, no matter how…
Your work in progress and experimenting with the animation maps has been really insightful . I appreciate for sharing ! Will use that on my character as well :D
Anyone else going this year? Would love to buy you a beer! I'll be presenting our working group’s latest work on the industry creation guidelines. glTF & 3D Commerce: Unlocking New Possibilities for Real-Time 3D, at the Fairmont Waterfront, Wednesday 10-noon. This is a Birds-of-a-Feather, one of the best ways to talk shop,…
Hello! I've seen your Overwatch Link 3D model floating around the internet. It's pretty impressive. Your Eri Hasu character model looks just as polished as well. If I might nitpick; - Are her goggles around he neck a separate object? It's fine if they are, it's just hard to tell from the screenshots. (Also, I'm not sure…
- Sorry, i went ahead and replaced images I agree with your comments! - Updated teeth - they were actually those girl teeth - Rendered with ugly shodowmap this time. It makes glasses fit into face much better. Mop: - Thanks for sharp eyed comments! - I also rounded skull from down behind a little. I not quite sure if it's…
I always use an AO map on top of any local map generated from high-poly geometry. In Max I always bake different "material" sections as different colours like EarthQuake said - as contrasting as possible so you can use them as selections in PS. Just assign different materials with different diffuse colours then add a…
Looking for artist who can make around 200 UI Icons for our MMORPG tank-game. Reference for game style you can look at these links: https://drive.google.com/file/d/0Bw0vliArLLIbb2tFNFd1ZXhOSFU/view?usp=sharing https://drive.google.com/file/d/0Bw0vliArLLIbemFnbDdyQWQ0b28/view?usp=sharing…
Greetings Everyone, More free seamless texture images to share with you! You'll find them on this page on my website: GROUND - Tile-able https://soundimage.org/txr-ground-seamless/ USES FOR MY IMAGES You can use my images to create materials for 3D objects, as backgrounds for videos, for visual effects (VFX) or anything…
I agree that keeping custom vertex normals is somewhat fragile, even in Blender I use. I think breaking vertex normals with sharp edges (aka hard edges or smoothing groups), is much more practical, since a sharp edge is always an UV seam with normal mapped game res meshes, and those can be set/unset quite easily. Custom…