I feel like you're digging yourself into a dangerous hole of bad habits with your human figures(even if cartoon-based). A lot of the work I've seen you do has a very elongated face, and even when doing cartoon-based things you have to take into account anatomy ( Look at pixar things, hard to see in some cases but its all…
I already had sets in mind for two Dire heroes before we came up with this theme... I could always just release several single items that coincidentally match. ;) AlexDascal: I agree with mihalceanu. Don't be afraid to use big, bold forms. There is a matcap that makes your sculpt into a perfectly flat silhouette, apply…
The last thing I want to do to this piece is tidy up the Normals on the left side of the water gun so that the lights on the diffuse and normal maps match up. In the Meantime, here's My most recent character model Piece. My aim for this project was to create Sean Bean as Major Richard Sharpe in the "sharpe" series. I am…
I think what you might be seeing the option to bake in Max is a specular lighting map. That's not the same thing - you'd be baking what the specular lighting looks like on the model for the current camera/light position and that's not what you're after. What you're wanting to make is a texture map that defines how bright…
Hey all, In this thread: http://www.polycount.com/forum/showthread.php?t=63652 poir advocated for the use of creasing in Zbrush. I can't for the life of me figure out how to get any useful results from them. Does anyone actually use creasing in their Zbrush workflow, and, if so, how? It seams like they might be useful if…
Hi I've been trying to use quixel ddo to generate some edge wear maps but I'm not getting a decent result. I'm sure I'm doing something wrong, I already watched some tutorials but still can't figure this out. When I apply a material preset, for instance some metal with worn edges, all the generated maps are completly off…
[insert quick hack that'll generate errors]; Else, look further down. But you can't just cut those edges into a curve, as the added loops to the curve will fuck with the roundness of the curve, creating flat areas where you'd expect or want curved-ness. The most accurate method is to first un-boolean what you have.Then add…
there are certainly other reasons why not to use super sharp edges but claiming they do not exist in the real world is certainly not one of them. there are sharp materials in reality, perfectly cut ones, even if the edge isnt 100% perfect on an atomic level, edges can be a lot sharper than texture resolutions would allow…
Neat stuff - making a game with voxels perhaps? Edit: FWIW your subd wisdom alongside others that shared their advice made me a better modeler, cheers for that :+1:
Hello everyone, I would like to share with you my new 3D model. Maybe some of you can recognize his backpack that I posted back in the day. Now I have finally finished the rest of the character. Feel free to check it out. More videos and pictures under this link: https://www.artstation.com/artwork/V2qvbn