I don't know how else to explain it but when I import the fbx, there's lines all over the screen which I realized look like the object boxes you used to toggle on and off with "J", but they don't scale with the viewport (ie they are always huge). Anyone have any idea how to turn this off?
ah I get it. Yes thats a workaround i suppose I didnt think of that, thanks - wow is that a long winded way to go about it though - I'll have to figure something else out... off-topic: The more I look into this the more I think im better off just using a realtime render... Im wondering how marmoset would handler large…
It's been a long time since I've finished off a character to a completed level, so I figured I'd start off with a fairly simple one to get some familiarity back. Going to be making the new Arise version of Motoko from Ghost in the Shell. Just more or less finished the blocking phase, still a lot to do here. Ref
Hey all! Thought I'd start a thread where I can display my work and get feedback off you amazing polycounters! Crit and Comments would be great! I've only just switched to MAX today so thought I'd test some off my modelling skills I acquired from Maya :) Portfolio - http://cg3d.carbonmade.com/
Well, I've finally worked up the courage to show off some of my stuff. I'd love to hear what anyone has to say about it. I'm trying to push my skills along a bit and I figured some good input from other talented individuals would be a good start. I'll kick it off with a character of mine, named Frank.
Here is a small scene that I created in UE4. It is based off of a digital painting I like that I found on the interwebs (painting by artist Timothy Rodriguez). :poly136: Original painting (by Timothy Rodriguez): My UE4 render: And here a few breakdowns of the scene... diffuse only: (not sure why decals disappear when…
^ indeed if I were trying to make money off car models I'd be selling packs of generic, every-day cars that people could use to populate their game worlds rather than doing anything fancy - probably including wrecked/rusty/burnt out variants. There's no shortage of those on the various asset stores but there's never…
Yeah I'm going off the art Valve released in the comics. Here are a few pics I'm using. I'm mainly going off the two parachute ones and the shark attack one.
I was actually referring to how you cut off a few bits off the top of your screenshot. Also use light mass to change the shadow settings, as well as the in the lights themselves.
looks pretty good as a model but Im fairly sure it is quite off balance and looks like it would fall on its face. is the tail too thin or the angles of the bones off a bit?