I wanted to ask. For people, who have tried Photoshop for 3d texture painting. Is it any good? Is it convenient for painting 8k, 16k and 32 k textures. I am thinking of trying out mari, or 3dcoat. For me, I find Mudbox a little less intuitive. I normally use Viewport canvas in 3dsmax.
This is my first post on Polycount. It is a model of a Pratt and Whitney Wasp engine from an F4F Wildcat. I am always trying to improve my work. The textures are made using Mari and Photoshop. The models were built in 3ds max and Zbrush. I would be grateful for any feedback. Final Render: HP Render: LP Renders: Textures:
Heh, I forgot about that 3D mode in Photoshop. I wanted to learn that before I went straight to Mudbox and then Substance Painter/Mari for texturing. I'm surprised Adobe hasn't really advertised/pushed that feature since all the tools are there to compete.
Poor Man's bloody mary: Water, ketchup, ice, pickle juice, couple dashes Worcestershire sauce, olive, garlic salt (disolves well), frank's red hot, whatever hard stuff you have left over from the night before.
Does, learning more programs, like, Zbrush, Topogun, Mari, Photoshops, nDo etc. Or learning anatomy for example stopped you to become character artist? How do you mean ART is harder than animation, Animation is ART too right?
Hi everyone, I did this piece quite a while ago, and am concentrating more on environments and props now. But I would welcome a critique of this anyway as I never got one and wanna learn more. This is a weird little character I designed for a 3D platform game idea, modelled and textured using Maya, Zbrush and Mari. Thanks!
ur so mean Mario, SO MEAN !!! but yeah besides that, I don't think this shows modularity in a good way, since you could have built that mesh uniquely without it being different or more optimized, the base principle of modularity is re-usability, if this doesn't work, then you can consider this a more or less failed…
Hey all! I'm a first year student in the UK and I'm currently studying games art. I'm interested in hardsurface modelling, texturing, and sculpting so I can see myself getting into props/environment art. I have until next year to decide whether I go down the games or VFX pathway but I'm honestly having trouble choosing…
Its a baked model, I guess my polycount is a bit high :p . I can reduce it a little but I dont want to affect silhouette.. I will try If I can save more then 1k or more. modeled in maya and texturing in mari 2
It was a modified Mari and a giant library of tiling materials. Crazyeyes, is it possible for you to explain the tiling method you mentioned a few pages back, regarding the first subtool? I saw that you uploaded an example on Artstation. Any word on Anthony's 2.5 method as well?