Pretty amazing stuff. http://vimeo.com/19107357 Also the show reel for 2010 from the company who created that video is amazing. http://vimeo.com/14175276
This is where I'm at for the animbreak challenge. I think I got a little over ambitious trying to compete with some of the other entries here. There's probably a million things wrong, so I doubt I'll get to everything but I just wanted to get peoples thoughts as I wrap this up. Thanks everyone!…
update :) http://www.zakiaabd.com/ https://vimeo.com/191833171 -------- Hi guys ! , pixel here Was very nervous to post here (for quite some time) but Lazar encouraged me to do so . As a short intro , I started 3D last year and zbrush a few months ago. I'm currently in my 2nd year of the games art course at the university…
So I've finished modeling and texturing the Tavor. You can find the WIP thread here: http://polycount.com/discussion/191163/wip-tavor-hard-surface-practice#latest More renders can be found here: https://www.artstation.com/artwork/nPKEO Would love to know your thoughts and critiques.
Hey folks! I'm currently taking a Rigging class at College and I want to do some extra research besides all the topics covered during classes. I wanna know if you guys have the knowledge of a place or a rigging artist name with some tutorials to check out, only using Autodesk Maya, I'm aiming for some material like Sergi…
I uploaded 8 DataChannel sample files and some video. Have fun with DataChannel modifier! https://vimeo.com/191921888 http://cganimator.com/3dsmax-2017-1-datachannel-modifier-samples/
OK so I'm having some problems with Unity default shading system. I have to texture a terrain that I built externally in Blender but am stuck at so many different places. So this is what the problem is - 1.sculpted a terrain mesh, 2.decimated it to create a low poly mesh, 3.baked out a normal map, 4.tried out the 4 layered…
For a large part of my time working with normal maps I have either accepted baking errors or fixed them by hand in Photoshop. Now I have decided to finally really dig into the process of baking normal and AO maps using 3DS Max, Zbrush, Xnormal, nDo2 and Photoshop to be displayed in UDK. My main motivation for this is to…