So I thought I'd start a thread for this. The idea is to get a mech model 3D printed and from that I hope to learn how to do resin casting. Steps will be: * Make model (Zbrush) * Split model into parts for printing (keeping casting issues in mind, legs will likely be 3 parts, body 1 or 2) * 3D print (using printer service)…
@zylan Determining if a high poly mesh is acceptable really boils down to how closely the shapes in the model match the shapes in the references and whether or not the topology subdivides cleanly, without generating any noticeable smoothing artifacts or other surface quality issues. If the shapes and surface quality checks…
Thanks for the feedback guys:) @SaferDan : Yeah I totally agree with you about some of the texture resolutions, funily enough all the mechs share the same assets for the legs just with a diffuse swaps so there's not really any excuse, I think the reason the heavy/motor mech looks higher res is just because it was the last…
Hi! I'm needing a tech artist to help flesh out my VR game. The game has a ~tech demo and I'm needing to spend my time on polishing the VR experience and would like to get a skilled artist to create various character skeletal meshes (plenty more 3D work/employment available if we mesh well, pun intended) in a way that…
Justin Goby Fields new Mech tutorial now available on Digital Tutors!! The time is NOW! Its here Justin Goby Fields new mech tutorial watch it now! http://www.digitaltutors.com/11/training.php?pid=1124
I recently watched "spectral" and that inspired me to design my own version of a military mech. more stuff here: https://www.artstation.com/artist/ee2015_amg
So my friend encouraged me to step out of my comfort zone and try to model something new. So I decided to try a mech. The concept I found online from Google Images. Any guidance, advice, or comments are welcome!
Hi everyone, I’m currently working on a 3D model for a class and I’ve run into some confusing normal map issues. I’m baking in Marmoset Toolbag 5 and texturing in Substance Painter, with Unreal Engine 5 as the target engine. The Issue:
When I import my Marmoset-baked normal maps into Unreal, they look perfect (DirectX…
@Fabi_G, looking nice! The only issue I see with this method are little polygonal diamond shapes where the metal arcs are damaged: either it's the contrasting color in vertex color, or sharp edges, or both, but they look a bit too sharp. Especially compared to the similar shapes baked into the normal map. I realize these…