Yeah, there is only one wireframe shot of an environment there, and even that is an in game screenshot. I am hoping to see actual high poly source model example.
Don't bother with that! Pick up a good reference photo or texture, and copy it. It's all in your eye! Great example Suffeli. It's like, an organic texturing 101!
http://homepage.mac.com/garthhudelson/.P...Vol%201/BirdMAn,%20Wrking.JPG%20copy%201_1%20copy.jpg There's a small example of something close to what chris is talking about.
I was wondering - if I make an asset pack for Unreal Marketplace for example can I use textures from textures.com or should I use my own photos or procedural materials?
Hi! I'm ready to do an animation stuff)) 20$ per hour example of my work http://youtu.be/PLw9UEqGR60 more here https://www.artstation.com/keyframe00 email dmitriyyavorskiykeyframe@gmail.com
It's about ppl taking a photograph of small object from multiple angle and turn it to 3d data that can be viewed on Zbrush. example of objects i can remember is shoes and spawn statue. thx :)
Hey guys i recently switched to max from maya. got strange questions that well need answering haha. thanks in advance guys. how do you double side a poly for render for example?
I want to buy a couple of plugins for 3d Max and I was wondering if it is a common practice in most studios to let people use their own plugins in the 3d package that studio licenses? Quad chamfer for example.