I've further refined the forms and added the hard surface parts modelled in maya. I think It's time to move on to the next stage, it would be better to add more details in texturing. I'm not really sure how to make those lines and panel designs on the skin, I'm trying to find the way artists made these on actual game…
Good start so far, I made an image to show some of the suggested changes. Firstly I think you should move the blackboard up slightly. I also think the stand that the anvil is sitting on should be talled and thinner. The part of the metal girders that stick out should stick out slightly less, the globe should be smaller and…
I'm planning to create virtual model (see sample link below), and looking for hiring. http://www.widgetbox.com/widget/virtual-woman-in-glasses I'd like to know what's approx. range of budget for the project (except hardware & software, unless specific software is required. Curruntly available maya & 3ds max) If it is…
Hi PC. Ill put it simply, im looking for a scrip that generates a set ammount of wires along a path in 3Ds MAX 2012. I have looked for anything simmilar to this around scripspot without success. The closest i have gotten was Wirebundle 0.85. But it fails to run in Max 2012. I remeber that i have seen something like this a…
Hi I'm new to this forum. I just learned how to do textures a year ago and I've been using Maya on and off. I'm always very impressed with the kind of work i see on this site and my teacher said this is a good place to learn too :) Been working on this Lancia. I'm really not much of a car person but I always liked how this…
so i want to make a non perfect line when baking my game asset. Do i have to create those imperfection manually then bake it into a game topo to get the non-straight line? or iis there a way to achieve this when baking/texturing?
I decided to apply for school in marts, so a couple a days ago, i opened up Zbrush, and even thoug its a couple of years since i last laid eyes on it, i began sculpting. Here is my first result after aprox 4hours of work.
Hi, I am having some performance problems importing many hi poly meshes into 3D max to bake my models and tiling textures. I currently have many bricks, slabs and tiles of 200k to 400k polygons ready to be organized together and baked on models and flat planes as textures. But when I want to create a texture from say 20…
Hi guys so i am working on my senior portfolio one of my pieces will be a mine shaft that has overgrown foilage, my question is what is a good way to model and texture trees and bushes, i will be using the unity engine and would love some feedback
The reason for me to avoid cages is to just remove that step if it isn't necessary. It isn't usually a massive time sync, but it can be, especially on a 50k triangle hard surface mesh with tons of parts. And we are going to be encountering more and more meshes in and well above that range. As for the comparison and…