I was thinking that although it's true that technology is getting better which allows artists to push the limits of 3D graphics, there will always be a place for low-spec art. For example, pixel art is probably the earliest and oldest form of digital art but there are still many people who practice it, and there will…
With the Tie im going to model it and I will throw some rig bones in there so Mike can hand animate the tie. We decided that trying to do a pseudo game cloth sim(like batmans cape in Arkham Asylum) would be a bit over kill. The way i pictured him being animated is that 90% of the work is from the gauntlet. The nutshell…
Thanks! Unfortunately, I have a few issues with those textures. Specifically: - Those textures do are not sampled properly at all if my shader has no decal:add or decal:blend - I get a completely random surface texture within _CameraGBufferTexture0 and others if I attempt to read it from an ordinary opaque shader. -…
In my opinion *my* inspiration comes from pretty much anything. I notice this especially when drawing, in 3D I tend to step in with a more refined idea (which can come from something I drew). Usually the drawing for me is just... free flowing. I get inspiration from books, movies, music (it can be a feeling/lyrics)…
Thank you all for feedback i will try it. I sculpted model in zbrush. Also decimated it in this case displacements are baked in to the mesh so cant go lower then 2 million as skinn will loose its resolution this way. I will later try other method (not baking disp maps in to the mesh and getting mesh to houdini and using…
I don't see how their rental system will be sustainable. I'm surprised this issue wasn't brought up before. For example with Adobe they sort of decided that people would invest 50 dollars a month because they would have access to all their software. It's different with Autodesk. I get they want to divide cost of a…
Your example is actually an interesting one because it shows a case of distorting LM UVs, in this case making the shells with diagonal lines square. Here's your mesh after re-unwrapping the LM UVs. In the image below you'll see that there are no LM artifacts. Sometimes I find it hard to tell so I add a 'blowout light'…
-At the bottom of the projection modifier enabled "shaded" first (makes it more clear) -Then the little arrrow next to "Push - amount", slide that up untill the cage encompasses the highpoly. (you never want your cage to be 100% even/flush with the highpoly/lowpoly). (if you have shaded on, it will give a good view of it)…
So now we'll never know about that mystery light, dammit :P agree re the lava lamps - you could adjust the Source Length and Radius (if you haven't already) of the lights to make them tube-shaped instead of points, maybe bring down the intensity and compensate with indirect intensity for a softer look? Assuming they are…
Thanks guys! I was so busy for the last 2 months, I didn't even notice my art was added to the Polycount banner showcase :) That's awesome! It's a pity I missed it. @CybranM Thanks! It was the first time I tried to make my custom marble material in Keyshot ^^ Usually when you work on characters for 3D printing, you have to…