I need some help here guys, please. I was trying out a tutorial but am failing in the first step. I decompiled my own models and tried loading a weapon in 3DS Max, like in this tutorial. I import the weapon with WallWorm and the the bones/the skeleton of Pudge that shows up with it looks like this: while in the tutorial it…
Hi, currently i am making a Gothic Cathedral for a University Project, which i will grab screen renders using Marmoset toolbag 2.06. Taking into account that i am still a University student, some critical and constructive feedback would be helpful :3 I also have another question. I am struggling to make the roof of the…
This is a really good looking fur! I was already familiar with the shell technique, but yours looks particularly good due the care in adjusting each shell maps and the height map usage. I gotta say I'm itching to recreate a few steps in your breakdown using Blender geonodes to automate them. 😂 Edit: I gave the node setup a…
I've decided to participate doing another AK47 rendition. I chose to do an alien / gigerish themed design. I actually went into blender and started freestyling some shapes i thought would fit the theme and put them on the original AK 3D Model. Considering how you can't change the shape of the original Model i tried to…
I do things in this order for my characters: Zspheres, getting the overall shape with these is easier than dynameshing from a sphere/cube i find, so i spend about 15mins getting the right shape with zspheres, putting in fingers and other small extrusions at this point is optional - sometimes i do, sometimes i don't. Alot…
Your steps are spot on overall, but they're very specific towards one type of work: organic/environmental. Even for this type of stuff though classic polygon modeling like in 3ds or Maya can do just as well. Just keep in mind that a studio might not be using zbrush, mental ray, etc at all. Another example of a different…
1 - The key is to clearly separate design tasks from execution tasks. Any workflow that does not take this difference into account is bound to be inefficient. 2 - You *should* get into sculpting, but not with the hope of producing "clay" hardsurface models that can compare to traditionally modeled hard surface models,…
Hey man! This is cool! I think I might be able to help with a couple notes on things I spotted. First off - Personally I enjoy the extreme walk in GIF A more than the more subdued versions in B and C. I think the exaggerated movements suit the character and LoL better and I think you'll have a better end result if you work…
Supporting Alloy Shaders Stage 1 Let’s talk Injection Headers and Alloy Shaders. Most users are not aware that you can take advantage of some Alloy features using Unity surface shaders without needing to convert your shaders manually. It’s extremely quick to setup, you could start using the Amplify Shader Editor with Alloy…
MOAR updates. ====== March-22-2012 Added an Alpha Lerp mask for the diffuse, just incase you need to have a mirrored texture but would like to have color variations on a second channel, replaces color, isn't additive. Not sure if I will keep the Switch for the Alpha, might as well keep a white texture in it and have the…