Hey guys i been working in maya snd im making these hanging wires in my scene by using Surface curves. I then extrude (the curve is linear) and make adjusments.then i rebuild the curve into a cubic curve.i make adjustments.then i turn the curve back into linear curve with more spans .then some of my normal face turn inside…
I'm not really feeling the green lighting either. Strangely, it kind of makes him look like he has jaundice. I'm guessing the main point of this portrait is to show off the anatomy and texturing and not a matrix lighting study right? I think a more neutral light color would be less distracting and better display your…
Hi guys, I am working right now on a new project that will be separated in two parts. I'll share here progress of the first part and that is design of the car and presentation of it in Unreal4 Showroom. Second part will be video of this car moving through some old road in woods and I'll work on it after this. Any thoughts…
thanks a lot slum, although I agree with what your saying about the arm, I mentioned in an earlier post that he was born deformed and his arm is not a casualty of war, if the maceball was attached to his elbow or forearm it would seem as if it was attached there due to his amputated arm, I wanted to get a different feel…
TLDR; tell me what makes you happy, tighter? more polys? less polys? brawl more? or bra-wl less? Interaction & responses? whoa, really didn't expect this but yeah at least on my end i am hype. (for now.) @pxgeek : Yeah me to, wanted to get it out of the way though & see what happens if we did something spontaneous and see…
How much time do you spend networking, going to meetups and contributing to online communities? that is another essential part of the equation. The chances of you having someone recommend you for a position (this is like a golden ticket) go way up the more value you provide to others. I would look on meetup.com and start…
Take this with a grain of salt as I'm not a technical artist, but at least in 3ds max, you indeed have face normals and vertex normals. Maybe you can think of the face normals as the actual geometry (or purely in which direction a triangle (maybe polygon) is facing. That's dependent o the vertices, but not the vertex…
Hello everyone! I'm Gauntlet from the chiv forums, and long time chiv veteran! I've always enjoyed 3d modeling as a hobby and am trying to do my first fully completed game ready model. This is what I have so far. This is the Peasant's Reap, a set dedicated to farmer tools reforged into weapons of war. (Low fantasy) The War…
Hello all, I'm looking to get a series of cars made for a mobile game. The Car details will be shared with the selected team or artist. The select candidate will have a 5 day time frame after details are finalized. (one regular work week) Must be willing to sign an NDA There will be 5 Cars/SUVs in total. 10K max poly…
Different shaders use different specular lobes. Disney GGX is a commonly used one. Im guessing that’s why you’re seeing vastly different reflections at glancing angles… tools are probably using different ways to calculate how a roughness value will scatter the “rays” of light, and simulate the scattering of light that…