Hey, i made a time laps of me designing a walkie talkie in 3D Coat and thought some of you would want to see. i havent seen many people use 3D coat as a hardsurface design tool even though its probably the best iv found so far. in Coat, you arent constrained by topology and arent limited by the rigidity of parametric…
Hi guys ! I am fairly new to rigging and I have been breaking my teeth trying to find a solution to rig a double wishbone suspension system inside of Maya for a while now, and i can't seem to find a solution online for this so far. Basically, the system is composed of the car's chassis (mesh), one upper wishbone (white),…
I've been working on a stone lantern to sit either side of the path, at the entrance to the tree. Did a few thumbnail sketches to get a few ideas, not that I was aiming for anything particularly fancy. I did a sketch in Adobe Medium. Once I figured out I could constraint to sculpting on specific axis I was able to sculpt a…
You can remove edges with CTRL-BackSpace and the uvs should be fine. Welding can be a problem but if the verts are pretty close then it should be fine. if they cause distorion you can just edit it in the unwrap uvw modifier. a 1 vert tweak isnt too much of a headache :) Try working with 'preserve UV's' on its just under…
I had this stuff called clay growing up, I always prefered sculpture to drawing....doesn't mean that I had no interest in art :) I cant really draw to the level that I can sculpt....with clay I can make the shape thats in my head, which I cant do with a pencil. I stick with three dimensional materials most of the time, and…
You could do this a whole bunch of ways honestly. Since you said that branching isn't a problem: * You could use a plane with multiple perpendicular edges, create a gradient map that's not very complex, stretch the plane from point A to B, and in the shader make it so that the edges "jiggle" * Make a 3D mesh that's boned,…
marmoset and udk make great work look even better, but it really doesn't matter how you present it as long as it looks great. Many people render their scenes, color correct in photoshop. Others always present their work in less glamorous but honest realtime renderers like UDK, Marmoset or viewport grabs from Max or Maya.…
Yes, in most scenarios you'll use your high poly for all your large and medium details, such as edge bevels, bolts etc. Photosourced normal map details are usually for small details like wood grain or raised paint. This is the most common workflow as far as I know, but there are people who use ndo for larger details. Due…
cool thanks for the feedback, tomorrow i will take that step back, since i worked out my time constraints. I do have a few days free to improve on this model. So what i have decided to do is get on improving now whiles i have the time. This time ill take the anatomy and shapes and form a step more seriously. At 1st i'm…
Thanks for all of the responses, it's good to see others who have trodden this path before me. Lucky for me, I already have a secret clearance. And also lucky for me is that my job with the company is as much advisor as it is developer so I'm part of the overall design process, not just art asset creation. I've already…