Just a short question: how do you determine when to use alpha maps and when to model something? It's a more easily answered question for next-gen models, but I'm often in doubt with the lowpoly models as are now seen aplenty in the contest section. A lot of people use alpha maps to save polygons, but from what I've…
Hi there, I'm wondering what is the most used or most effective way to organise animation sequences. for example idle, walk, runs etc. for use in a game engine or to "copy and paste". I havnt had the opportunity to do it yet and when I consoted my tutor he said animation layers are really bad and troublesome. Do you really…
Guys, I could really use some awesome feedback on how to improve my folio. I also am looking for usability on the site itself as well. At least so that the site navigating doesn't annoys my potential employers. And the Resume too. I know it's kinda empty and bare-boned. But what can I do :( If you could put on a hiring…
WTF, I used to be able to save over files in photoshop now in CS2 when I record and action to save over my targa file it save with a copy instead of just letting me save over it like I used to. It's pretty annoying to have to do an extra step because some a hole programmer decided to change this. Is there a way around…
Is my model too high of polycount to be animated? Even with normal and displacement maps? I created a model in Zbrush before I realized I want to animate it in maya, so I was not careful at all about the polycount. However, I have retopologized, and seperated the mesh into several different subtools in Zbrush, and so now…
I'm not sure a poll is a good answer to this question. College really depends on how much effort you decide to put into it and teach yourself, just like those who chose not to pursue getting a degree. I myself enjoyed it though since its nice to work on developing yourself alongside other people interested in the same…
That someone was probably me(if not I've said the same/similar things many times). Main benefits: A. Better uv usage. You waste less space having to uv parts of the mesh that are partially/completely occluded, and you can have more continuous uv layouts which are easier to paint on(less uv islands). B. The less unique mesh…
Hi 3D Pros! I’m looking for an advice where to get or how to make a detailed model of the Mount Everest highest peak. I looked in sketchfab, but from the previews it seemed that the peak is just a couple of planes and no details. I’m thinking like just the top 3-5meters. TIA!
Hi, I made a gun for my game but the texture is bothering me. I know it has a lot of lack of detail, but how can I make it better? Any advice is much appreciated (I am using Unity 5 metallic standard shader). ).
Just wanna know how bad whatever im doing is, how i should approach creases like that and whether i should have sculpted folds closer to each other to get rid of deep parts. I dont really have much experience with cloth topo, hence the question.