the best way to learn 3d is to have a personal project. start from learning the pipeline from concept to creation. start small and simple. make a cartoon guy or a simple room with a few items in it. if you suck at texturing, spend time making a few projects about texturing. if you suck at modeling make a few focus projects…
hey there KJ, i think you are going about this the wrong way. as is commonly a problem with people new to zbrush your working on trying to add macro type details such as nipples when the overall shape of the body is off to begin with. Adding detials such as muscles to a body that dosnt have proper proportions to begin with…
Rmunday, my humble answer to you is as follows. Never once in my 17 years of animation in AAA titles did I ever hear an animator talk about smear frames. Don't get me wrong, it is a thing, but for what it's worth don't get all caught up with this idea that smear frames will make your animation better. There's a lot of…
I was browsing flash games recently and found one called Bubble tanks 2, it's a great game where you have a small tank made of bubbles and fire at other tanks to steal theirs. The more bubbles you steal, the more your tank grows until you advance to the next level. The game can be found here:…
Box modelling in Max is IMHO easier than Maya! Basically here's what I'd do: 1. Make Box primitive, give it some Segments if you want it pre-subdivided to your liking. 2. Convert to Editable Poly. 3. Set up hotkeys for Connect (part of the Meshtools pack), collapse, remove and similar edge/vert editing functions. Actually,…
Well you seem to have gotten rid of the banding from the previous pic by baking to a 32bit floating point tiff, so that's a good step in the right direction. I think the white parts are incorrect ray misses or hits from the baking process. You could try different bake settings in Mudbox such as: 1. Increasing or decreasing…
While using Arnold in Maya, I faced an unusual problem: There are 32 teeth models in the project (16 upper and 16 lower). I use 4 UDIM maps; one for each eight teeth. For some reason, Maya visually inverts the Normal maps along the Y axis ONLY for the lower teeth, while the upper teeth remain as they should (in the final…
I completed the high poly sculpt and now the model is ready to be retopologised as a game asset. Ill admit, it took longer than I expected. Some renders below: Some difficulties arose from trying to make the braid modular; As far as I know, Zbrush doesnt have any equivalent of 3ds Maxs instances/references and becomes a…
Satisfied with blockout of the first three major areas. If anybody has some feedback about composition in general I'd appreciate it. At this stage it is still easy to make big changes. I have 2 more areas to blockout over next several days. I might make a build for play testing before advancing forward from blockout. I am…
Current Progress; ________________________________________________________________________________________________________________________________________________________________ Alright guys, I’ve decided my next project is an environment
inspired by the Hemwick Charnel Lane area from the 2015 game Bloodborne by…