Shelves and custom hot keys are really awesome. I often find I've been modeling for hours without even once going switching to the modeling menu set. Anyaway, I'm still using Maya 4.5, so I'm sure a some of the add-ons I use are now obsolete and/or come with Maya 6 but here we go... One essential thing that I use most…
I tried to look into your files but I can't open your zbrush tool (you're probably using a newer version than me, i'm on 2021.7.1) So I tried some test using Akin Bilgic's files to generate a displacement map and render with arnold in 3ds max (I'm on max 2018...so whatever version of arnold that is) Truth be told, I don't…
Hey, We are currently looking for an artist to work remotely for 3 months +, solely working on realistic hair for (Humanoid) Characters. Modelling, Texturing and then implementation into Unity. UNITY EXPERIENCE IS A MUST. The look we are going for is Uncharted 4 style hair. We are an Irish Games studio working on cutting…
Here the result of a new obsession, like the Teapot Model I always find this bathroom on my way through Montevideo and I say to myself “It looks perfect for a videogame prop” and now the prop is a reality, always fulfill your dreams or model them. This 5490 tris model started with me taking at least 30 photos in the square…
Back in the 1950's, Dr. Wernher von Braun and his rocket scientists dreamed of travelling to Mars. Enter Collier’s Magazine editor Cornelius Ryan. He put Wernher and his people together with concept artists such as Chesley Bonestell. The product of this union was a series of articles entitled "Man Will Conquer Space Soon".…
it depends on the size of your scene if you take that approach. if it's a relatively small area and the tri count is low enough then that would be fine, but otherwise you'll be rendering a lot of stuff that isnt in view since it'l all be one piece. I'd recommend everything up to the part of combining the meshes. If you…
i think you have to define who the user is before you can make a real comparison. the needs of a single artist rendering turntables for there portfolio is vastly different then a studio pipeline that consistently has to render huge datasets at 4k+ with a large assortment of custom shades effects and displacement. for the…
This is the way I understand it... A vertex along a hard edge will get two different vertex normals, pointing in different directions. When a mesh is lit with a normal map on it, the renderer (game engine) needs to calculate the axis tripod for each vertex normal... normal, tangent, and bi-tangent. This is called the…
If its just for rendering, don't bother with opacity maps they'll just require specific light setups to render the shadows correctly otherwise the whole plane casts a shadow. They actually take longer to render then normal geometry, especially if you have them casting shadows, and a few of them are stacked in front of one…
I wanted to experiment with some render tests of the high poly out of Zbrush. I rendered it with Redshift, and I'm impressed with the results! Looking forward to rendering more art with it, and highly recommend it. You can see more renders on my Artstation here: https://www.artstation.com/artwork/R35nBr