more examples: from original cube in the middle... A cube's gesture smoothing approximated on the right. Catmull/Clark SubD approximation on the left. one to one correspondance example ( the original vrts are coincidental with the gesture... continuity "travels through" the original geometry ):
There is a very fast workflow in Blender to simulate smooth intersections of booleans by using offset cut. It does not create nice geometry, but it works visually. Is there any sort of script that can replicate something like this in 3dsmax? If I export meshes that have a Meshmachine offset-cut from Blender to 3dsmax the…
This post brought a tear to my eye! Thanks. I appreciate this insight. =) My questions already been answered, and at this point I'm just responding to people, really lol. I've decided on a strategy. I'll provide an example of the skill I want. Or examples
If you're going to be showing the wires of your highpoly source models in your portfolio, I think it would be a strength to have some examples of both - the attentive lead looking at it will probably perceive this as a positive example of your knowing more than one technique.
Looking good so far, but for the folds i would look into some stylized examples and go into that direction. right now they are too blooby and wonky. give them some clear straight lines and directon. for example: https://www.artstation.com/artwork/PmGdJL
Not too bad! The one issue that sticks out to me is scale. For example, in your reference the top of the door lines up with the top of the cabinet. Residential doors are around 203 cm tall (in the US). Your average person is about 160 cm tall. This means the cabinet in the reference is reachable by a person of average…
Ok, so after poking around and doing some reading and thinking on the problem, I'm starting to think my initial guess was right - that this is an issue of gamma correction. This means two things: #1 - You artist types arent just smoking crack or anything :P In fact actually whoever originally picked up on the whole "use a…
Hi there. As I've been working on a pistol project I've gotten some good feed back, And some question on edge on control in zbrush. After seeing such interest in it, I wanted to see what i could come up with. The biggest thing i came up with was creating a retopologization in all quads, Then creating fast edge loops with…
There are things that can assist you. The wiki has everything you need, and a whole lot more: wiki. I put some stuff below that might help. Some of these points dont relate directly to your work above but are general to keep in mind. 1/ Anatomy: That is really the first thing with figures. A good practice is to start your…
So what did you do to achieve the far right example? I see that the edges are jagged, but from the side you don't have wavy lines, which is what I'm after. All my examples / tests have the result of your middle cylinder.