Long time lurker (admirer, mostly), first time poster. I was wondering, a common trend in game environments nowadays seems to be to "encase" steeper slopes and areas of a landscape in blobby rock-mesh with some occasion outcroppings and spires Epic Citadel, for example: I was wondering what the best workflow/application…
Hello everyone I mostly work as an animator or modeling armors and fantasy creatures for Dota and I belive that made me a little rusty in anatomy, so I decided to study it again and get even deeper by trying to achieve a more relisting result. I tough it would be easier =] Since it was just a study I was not planning to…
I can understand why some people don't like the idea of MS reserving the right to collect all data from Kinect. I'm guessing the majority of data will be used to force certain advertisement and products to the user, among other things. Its like you consent to be part of their ongoing survey by purchasing their system. I…
I started on this project for fun a couple days ago. I've gotten a couple models down, now I want to see what you guys would like to see added or taken out. Any and all comments welcome.
HI, is there is any tool like fillet of 3ds max in photoshop so i can first draw block path then refine it with chamfer setting. i'm tired if using :poly127:tangent handles. thanks in advance ps sorry for bad English :)
IMO unreal blueprint is easiest entry point to game programming that there is i began with unity and c# is supposed to be easy mode, but working with text code is just pulling teeth to me. I hate it. after a few years with blueprint I can work in text code a bit (c++), but 99% of what i do can be done in blueprint so i…
Made this guy over the weekend in Zbrush. It's the iconic moment when SpongeBob catches poor Squidward early in the morning near the big fridge eating Krabby Patties, though earlier Squidward stated he was hating them. "You LIKE Krabby Patties.. don't you Squidward? https://www.facebook.com/natiq.aghayev/
I wanted to obtain same results as described here in the forum http://polycount.com/discussion/90858/maya-thicker-lines-permanent everything seemed to work for a while but no luck in new maya. Can anyone help (or test this in Maya2017). Also is there a way to do the same for the verteces "glyphs". Thanks in advance for…
I've further refined the forms and added the hard surface parts modelled in maya. I think It's time to move on to the next stage, it would be better to add more details in texturing. I'm not really sure how to make those lines and panel designs on the skin, I'm trying to find the way artists made these on actual game…