Thanks for sharing your workflow, I've found it very helpful, especially because I'm still a bit inexperienced when it comes to hardsurface modelling in ZBrush. I was wondering how you achieved those sharp edges with very smooth surfaces? I tried modelling a handgun recently, and I used the polish brush on some edges using…
A Metroidvania Fantasy Platformer (Working Title is Forgotten Eras) Project Overview:
Forgotten Eras invites players into a breathtaking Metroidvania, atmospheric fantasy platformer set in a realm where Slavic mythology comes alive. This game promises an immersive experience, blending exploration, puzzle-solving, and…
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Hey buddy! Yeah you! Are you able to.... Speak English, actively communicate within a chill team of talented people, and 3d model/animate? Then 7th Kingdom Studios is for you! We are currently working on a multiplayer sci-fi fps which will feature satisfying gameplay and addictive all around content. But do you know what…
Recently I've been seeing some differing views from people in the AAA industry about using pre-made materials in your environment art portfolio. Some say it's okay because most AAA studios these days outsource materials and smaller assets anyway. But others say it's a deal breaker because it doesn't show you can make every…
Hello Human Beings, We are a small group of three trying to start off by making a time travel based game. In the game, the user have to complete levels using his/her time travel control ability of slowing time down, solving riddles, and more alike. A common example I'm giving is if you have a very long room with a door on…
Oh, one more thing... As you your boot is quite square and stylized, i'm guessing you'll want to keep certain edges sharper, in that case, it's all about strategically placing loops on your base mesh. experiment putting loops where you wants sharpness, go back and forth until you are satisfied. *keep in mind also how you…
Painter splits objects up by material so any exported objects that share a material will be baked to the same texture. There's no need to combine meshes etc. for any of this - you can unwrap multiple objects together in Maya
so here's what i think about this plugin: the plugin itself is very good, but the purpose of creasing in the workplace is questionable. if you've used maya or modo before, you've probably already used semi-sharp creasing. turbosmooth pro quite simply adds this functionality. the plugin interface will be familiar to anyone…
Very nice work! Only thing I would crit is I notice on your hardsurface stuff very sharp edges on everything. There really isn't the kind of subtle bevel in your highpoly that I would expect from real world materials. I think this especially hurts when baking, because normals always come out better with even more…