Next I moved onto making some sand bags, just to get the general elements of the scene in place I initially planned on sculpting these so I can get a little bit more details since in the reference image there's quite a few stacked on top of each other both around the shrine and on top of it. I was thinking to potentially…
“Good writers ... do not write for knowing and over acute readers.” Just my opinion of course, but being an artist, you are a "knowing and over acute reader." I would bet those repeating "things" are there because otherwise the hallway felt a tad empty. None of this stuff makes any sense at all, it's just there for…
3DS Max > Zbrush > Substance Workflow Tutorial Note: This was made several years back, and My knowledge of these programs has increased greatly. Most of this pipeline is still relevant, and I hope that you find it useful (9/12/2019) My name is Adam and am responsible for the vast majority of assets in the upcoming game…
hey everybody, i just have a few technical questions for you, if you'd be so kind to help me out. I've always used zbrush to generate normal maps for my characters and used separate maps for different parts such as armor and such. My question, since I'm new to modeling for games, is how one would go about generating normal…
So I watched the Gnomon Workshop DVD; Environment Modeling for Games with Nate Stephens, and I am trying to adopt his workflow for myself but I would prefer to use 3ds Max. A big lessons of his is how to model with curves since you can use things like lofts to create meshes with UVs automatically generated. Tiling textures…
Hey guys! Time to try something new! We're rolling out the new build in about a week, but since you are so active in the forums I wanted to give you some early access. A few surprise features are still to come -- this preview will however introduce a number of significant improvements: * MASSIVE speed improvements * Much…
Hi! Been a little while since I posted anything here. Been busy working on new stuff. :D My latest project is an AK. Taken references from a bunch of different models and makes, using the parts that I liked the most. So it's not a perfect match, but I think it captures the general design and look pretty well. I built a…
Hi, I've been trying to render a zbrush generated displacement maps using mental ray's subdiv approximation and displacement approximation nodes in maya 2008 SP1. I've used scott spencer's method, and have been able to get the displacement looking fine with no seams, HOWEVER it would appear the UV's on the subD surface…
Hi, This is kind of a challenge: I am looking for a way to generate scratch/worn similar to the effect on Tracer's leather jacket: I already know how to generate the seam, and the wavy color fade around seam, and now I have to simulate the sharp scratch that extends vertically along the seam. I am aim to do this completely…
Re: bigger sensors have less noise. Yes, this is true, but in real-world use, and especially your use case it doesn't really matter. Compare the Sony A7 III to an Olympus EM5 III. At the same ISO setting the A7 III will have significantly less noise. However, if you need to stop down to F16 on the A7, you may need to use…