Project F is a MOBA-like game project focusing on top down ability combat. We are a group of passionate gamers voluntarily contributing to the project, with ambition of making it profitable in the future. Taking inspiration from Battlerite, HOTS, Fangs, Eternal Return and more, we believe in smooth combat enhanced by…
WIP of a handpainted tiger bust. this is a highpoly sculpt in zbrush, unlit with polypaint. I'm just noodling and adding to it as i go, like an illustration.
idk if this is fixed in newer max fbx exporter "codes", using an older one and this is the fix for the scale issues i get when importing fbx into marmo4.I have to export from max auto 1.0 scale fbx, then go to blender 4+ and put these settings below, you can not see the trans form: scale size but it is, Blender FBX export…
Hey everyone, I'd like to use this thread to document my progress in learning the Godot engine and hopefully make a small game as a side product. CONCEPT my idea is to make simple FPS shooter like old DOOM based in 15th century Bohemia. I would like to explore both 2D and 3D sides of Godot - 3D environment with 2D sprite…
Here is latest project i've done for portfolio in my free time. thanks to my friend parsasepanlou for helping in posing Hope you like! Concept By 小昇 my artstation for more pics : https://www.artstation.com/artwork/vD6vOO
Looks like you started the figure at too high a rez. Go from super low and work up. You can use an app like daz to check your proportions and even make orthograpic images for front, side etc. you can use these images as ref picks around your figure.
I'm working on the retopology of a high-poly model I made. I'm not very experienced with retopology and baking normals. When I extract the normal map in Substance Painter, I see these triangular artifacts(like cuts) as if it were a mesh problem. When I bake normals in Substance, it generally looks pretty good, but if I…
Before using any rotaional random values for the particles or subdivided and displace invisible bottom plane.. (or any more complex simulation) i just would use a simple "shuffle grid" likes so (and because of GN (geomtry nodes) i assume blender :wink: ) :
Concur with above, competently modelled & textured and composition is well executed. I would like to see more detail - although it's not an angle in your main renders if you're doing an interactive showcase you should model in things like the backplate sockets & cables and such like that. The 4 dials on the keyboard don't…