"Chicom" type 56 SKS: Instantly recognized this weapon (didn't have to image search here) because I owned one during a stint in the forces waaay back in the day ...most of us had their favorite playtime weekender locked in the armory for 'yippy' shoots down at the brigade range so fairly knowledgeable handling it. At a…
Latest Sculpt: So I've wanted to start a thread like this for a while now. I'm learning anatomy. *GASP* In this thread, I hope that over time, I will show progress of my knowledge of anatomy. To get to my goal, however, I must go through "the suck" where my heads look a bit like potatoes, and my anatomy poses look like a 3…
We’ve all been there. You find a "bargain" 3D studio or a freelancer with a killer ArtStation, but three weeks later, you’re the one staying up until 2 AM fixing non-manifold geometry and flipped normals. The truth? The hidden cost to make a video game isn't the initial invoice — it’s the "rework tax." If you’re a Lead…
I’ve been trying to create panel lines in ZBrush, but they’re still coming out jagged, even with a mesh subdivided to around 25 million polys. is there a better method for getting clean panel lines in ZBrush? Or should i just handle them directly in Substance instead? i have modelled my model in maya, and have imported it…
People don't really use Maya because the sub-div modeling is the best in the business. They use Maya because the animation tools are some of the best in the business and they don't want to pay for multiple licenses or have only some people able to edit certain files. Having a pipeline with multiple pieces of software in…
I think you just need to emulate the Gothic II lighting better, if you want to match the original look and feel. Looks like they used very simple shaders, with only diffuse and specular, and some baked low-res shadow maps. This was fairly common for games in the early 2000's.
Yeah just saw your post. Maybe you know about this thread, if not it should be an eye opener just substitute max for blend: 3ds Max/Zbrush: Proboolean + Dynamesh hardsurface workflow tutorial
I could really use some feedback on my composition. So far, I have only modeled out the gramophone, everything else is just a block out to get the composition right before I start modeling out everything else. I’m wondering if it feels too busy or looks awkward? I’ve been looking at this for so long I can’t tell anymore!